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Other Games / Core City map for some obscure coop Half-Life mod
« Last post by sama on March 10, 2026, 01:34:24 pm »
Every friday evening (EU time) we play Syndicate Black Ops - some old obscure coop mod for Half-Life. And since i'm in deep love with Underrail, i decided to recreate Core City map for that mod.

It's ofcourse smaller than ingame Core City due to HL engine limitations, and differs a bit due to timelaps-vertigo moments (ingame zones doesn't allign perfectly on z-axis).
Perhaps i'll be able to finish the map till this friday. Join us anyway, this game is fun.
Here's some Core City map screenshots.
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Are you ready to burn some rubber, push your driving skills to the limit, and experience the thrill of drifting without leaving your chair? Then buckle up, because we're diving deep into the world of Drift Hunters the hugely popular browser-based drifting game that's captivated petrolheads and gaming enthusiasts alike. Get ready to learn everything you need to know to become a true Drift Hunter!

1. What is Drift Hunters?

Drift Hunters is a free-to-play 3D browser game developed by Studion Racing (previously known as Ilya Kaminetsky). Since its initial release, it has become a mainstay for fans of online racing games. Its appeal lies in its realistic physics engine, extensive car customization options, and the sheer joy of mastering the art of drifting. You don't need a fancy gaming rig or to download any bulky software – just fire up your browser and prepare for some serious sideways action!
Release Date: The original Drift Hunters was initially released several years ago, and has since undergone several updates and improvements to become the version we know and love today.
Developer: Studion Racing are the brains behind this thrilling game. They've consistently updated and improved the game based on player feedback, proving their dedication to the Drift Hunters community.

2. Why is Drift Hunters So Popular?

Several factors contribute to the game's widespread popularity:
Accessibility: Being a browser game, Drift Hunters is incredibly accessible. No downloads, no installations, just instant drifting gratification. This makes it easy for anyone to pick up and play, regardless of their hardware.
Realistic Physics: The game's physics engine is surprisingly realistic for a browser-based title. Weight transfer, tire grip, and momentum all play a crucial role in how your car handles, making drifting a genuine skill to master.
Car Customization: Drift Hunters boasts an impressive array of cars, each with its own unique handling characteristics. But the real fun lies in customizing them. You can upgrade your engine, turbo, suspension, brakes, and weight to fine-tune your car for optimal drifting performance.
Visual Appeal: While not pushing the boundaries of graphical fidelity, Drift Hunters has a clean and appealing art style. The environments are well-designed, and the car models are instantly recognizable.
Free-to-Play: Did we mention it’s free? You can enjoy hours of drifting fun without spending a dime, making it an incredibly accessible and addictive pastime.

3. How to Play Drift Hunters: Your Guide to Drifting Domination

Alright, let's get down to the nitty-gritty. Here's a breakdown of how to play Drift Hunters and start tearing up the tarmac:
Getting Started:
Open Your Browser: Simply launch your favorite web browser (Chrome, Firefox, Safari, etc.) and navigate to drifthunters3d.io.
Main Menu: Once the game loads, you'll be greeted by the main menu. From here, you can select a car, choose a track, access settings, and view your stats.
Car Selection:
Browse the Garage: The garage is where you'll find your selection of drift machines. Initially, you'll start with a basic car, but as you earn in-game currency (earned through drifting, of course!), you can unlock more powerful and stylish rides.
Car Stats: Each car has its own stats, including horsepower, weight, and handling characteristics. Experiment with different cars to find one that suits your driving style.
Track Selection:
Choose Your Playground: Drift Hunters features a variety of tracks, each with its own unique layout and challenges. From tight, technical circuits to open, flowing layouts, there's a track to suit every drifting preference.
Track Difficulty: Some tracks are more challenging than others. Start with the easier tracks to get a feel for the game's physics and gradually work your way up to the more demanding ones.
Controls:
Steering: Use the left and right arrow keys or the A and D keys to steer your car.
Acceleration: Press the up arrow key or the W key to accelerate.
Braking: Use the down arrow key or the S key to brake.
Handbrake: Press the spacebar to engage the handbrake. The handbrake is your best friend when it comes to initiating and controlling drifts.
Gear Shifting: Use the Shift key to shift up a gear and the Ctrl key to shift down a gear. Manual gear shifting gives you more control over your car's RPM and torque, which is crucial for maintaining drifts.
Clutch: The 'C' key controls the clutch. This is vital for initiating drifts effectively and controlling your car's power delivery.
Drifting Techniques:
Initiating a Drift: There are several ways to initiate a drift in Drift Hunters:
Handbrake: The most common method is to approach a corner at a reasonable speed, tap the handbrake to lock the rear wheels, and steer into the corner.
Clutch Kick: Clutch kicking involves quickly disengaging and re-engaging the clutch while applying throttle and steering input. This can unsettle the car and initiate a drift.
Weight Transfer: By quickly shifting your weight from one side of the car to the other, you can induce oversteer and initiate a drift.
Controlling the Drift: Once you're in a drift, the key is to maintain a balance between throttle, steering, and handbrake.
Throttle Control: Use the throttle to control the angle of your drift. More throttle will increase the angle, while less throttle will decrease it.
Steering Input: Counter-steer in the opposite direction of the turn to keep the car from spinning out.
Handbrake Adjustments: Use short taps of the handbrake to fine-tune your drift angle and correct any oversteer.
Chaining Drifts: The ultimate goal is to chain together multiple drifts into a smooth, flowing sequence. This requires practice, precision, and a good understanding of your car's handling characteristics.
Earning Points and Upgrades:
Drift Score: You earn points based on the speed, angle, and duration of your drifts. The longer and more stylish your drifts, the more points you'll earn.
Currency: Points translate into in-game currency, which you can use to upgrade your car or purchase new vehicles.
Upgrades: Visit the upgrade shop to purchase engine upgrades, turbo upgrades, suspension upgrades, brake upgrades, and weight reduction modifications. These upgrades will significantly improve your car's performance and make it easier to drift.

4. Tips and Tricks for Drift Hunters Pros:

Practice Makes Perfect: The key to mastering Drift Hunters is practice. Spend time experimenting with different cars, tracks, and drifting techniques to find what works best for you.
Tune Your Car: Don't be afraid to experiment with different car setups. Adjust your suspension, brakes, and engine to fine-tune your car for optimal drifting performance.
Learn the Tracks: Familiarize yourself with the layout of each track. Knowing the corners and straights will help you plan your drifts and maximize your score.
Use Manual Transmission: While automatic transmission is easier to use, manual transmission gives you more control over your car's RPM and torque, which is crucial for maintaining drifts.
Master the Clutch Kick: The clutch kick is a powerful technique for initiating drifts, but it requires practice to master. Experiment with different timing and throttle inputs to find the sweet spot.
Watch Replays: Watch replays of your best runs to identify areas where you can improve. Pay attention to your throttle input, steering angle, and handbrake usage.
Join the Community: Connect with other Drift Hunters players online. Share tips, tricks, and car setups, and learn from each other's experiences.

5. Ready to Start Drifting?

What are you waiting for? Head over to Drift Hunters and unleash your inner Drift King! Experiment with different cars, tracks, and drifting techniques, and see if you have what it takes to become a true Drift Hunter. Don't forget to share your best drifts and car setups with the community! Let us know in the comments what your favorite car and track combination is. Happy drifting!
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The first Golden Blitz event for Monopoly Posh Pets Album has just ended, and a new Golden Blitz event is coming soon, with many players guesse it will start on March 12th. Have you prepared your gold cards for this event?

The designated stickers for the new Golden Blitz event are "S14 - Princess Priss & S15 - Metal Mood". If you're still struggling with a shortage of rare gold stickers, don't worry.

IGGM would provide players with the designated gold stickers for this Golden Blitz event, S14 - Princess Priss & S15 - Metal Mood, as soon as the Golden Blitz event starts, helping players quickly complete the stickers set and album.

In Golden Blitz event, speed is the key to success. Pre-ordering Monopoly Go gold stickers allows players to obtain them quickly and complete Monopoly GO Posh Pets Album faster.

Many players may be overwhelmed by the numerous online Monopoly Go sticker sales platforms. My buying experience may be helpful. My conclusion:

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First and foremost, IGGM has been operating in the gaming trading service industry for over 10 years and has extensive experience. With a high rating of 4.8 on Trustpilot and over 95% positive reviews out of over 16,0000, IGGM has earned the trust of players worldwide. Its professional and enthusiastic customer service staff can resolve any issues immediately.

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Most importantly, and a key concern for many players, is price. IGGM offers competitive pricing compared to other platforms.And provide a variety of preferential plans to help players save money

1. IGGM Facebook Group:
Want to get Monopoly Go gold stickers for free, players need to join IGGM Facebook group. During each Golden Blitz event, there's a raffle for giveaways. You might just be the lucky winner.

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Sign up IGGM.com to be VIP, and enjoy exclusive discounts ranging from 1% to 5%, giving you access to get monopoly go stickers and quality service at a lower price.

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If you're looking for another way to increase your income or get monopoly go in-game cards for free, IGGM.com Affiliate Program can be meet your goal. Fill in all needed info and apply it, wait the staff reviewed, receive a unique link and share it on your social media accounts. You'll then earn commissions on sales generated through the affiliate link.

In short, IGGM offers a variety of promotional programs to meet the needs of various players, allowing more players to enjoy more discounts and benefits than other platforms.

Act now! Don't let hesitation cost you your chance to win a rare gold sticker.
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Development Log / Re: Dev Log #16: Targeting and Projectiles
« Last post by Vagabond on March 10, 2026, 04:38:30 am »
Dragon Breath rounds confirmed! Yippie!
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Discussions / Conquer the Infinite Downhill: A Guide to Mastering Slope
« Last post by MatthewMills on March 10, 2026, 02:50:57 am »
Slope. It's a simple name for a game that can be incredibly addicting. A ball hurtling downhill, a constantly changing track, and the relentless pursuit of a high score – what's not to love? If you're new to this minimalist masterpiece, or just looking to improve your game, this guide will help you understand the core gameplay, offer some useful tips, and help you appreciate the subtle genius of Slope.
Introduction: The Simple Appeal of Endlessness
At its heart, Slope is an endless runner game. But unlike games with predefined levels or intricate storylines, Slope throws you straight into the action. There's no backstory, no character customization, just a green ball, a rapidly approaching landscape, and the need for quick reflexes. This simplicity is part of its charm. It's easy to pick up and play, requiring only two keys (usually the left and right arrow keys) for control. The minimalist graphics, rendered in vector lines, contribute to a clean and focused experience. No distractions, just pure, unadulterated gameplay.
Gameplay: The Dance of Reflexes and Precision
The core gameplay of Slope is remarkably straightforward. You control a green ball as it descends a randomly generated slope comprised of interconnected platforms. The objective is to navigate the ball as far as possible without falling off the edge. Sounds easy, right? Wrong.
The speed increases steadily as you progress, and the platforms themselves become more complex. You'll encounter gaps, narrow pathways, and unpredictable turns. The camera dynamically adjusts, giving you a glimpse of what's ahead, but never enough to become complacent. This requires constant vigilance and a split-second reaction time.
Controlling the ball is done with the left and right arrow keys (or A and D keys for some). These keys don’t directly propel the ball; rather, they shift its momentum, allowing you to steer it along the track. Mastering this steering is crucial. A slight tap is often all that’s needed for a minor correction, while holding the key down for too long can send you careening off the edge.
The physics are deceptively complex. The ball has weight and inertia, and understanding how it responds to different angles and speeds is key to survival. Learning to anticipate the ball's movement and adjust accordingly will significantly improve your performance. You'll quickly learn the difference between a gentle nudge and an overzealous push.
Tips for Mastering the Slope:
While the game appears simple, mastering it takes practice and a few key strategies:
•   Practice, Practice, Practice: This is perhaps the most obvious, but also the most important tip. The more you play, the better you'll become at judging distances, anticipating turns, and controlling the ball. Don’t get discouraged by early setbacks.
•   Short Bursts of Steering: Avoid holding down the arrow keys for extended periods. Instead, use short, controlled bursts of steering to make small adjustments. This will help you maintain control and prevent oversteering.
•   Anticipate the Track: Pay close attention to the track ahead. Try to anticipate upcoming turns and obstacles. The camera provides a limited view, but it’s enough to give you a general idea of what’s coming.
•   Use the Walls to Your Advantage: Sometimes, hugging the edge of a platform can help you navigate tricky turns or avoid obstacles. The walls can act as a safety net, preventing you from falling off completely.
•   Momentum is Key: Understand how your momentum affects your control. A faster speed requires more precise steering, while a slower speed gives you more time to react.
•   Take Breaks: Slope can be surprisingly intense. If you find yourself getting frustrated, take a break and come back later with a fresh perspective. Your reflexes will thank you for it.
•   Experiment with Control Schemes: Some players prefer using the arrow keys, while others find the A and D keys more comfortable. Find the control scheme that works best for you. You can dive into the thrilling world of Slope.
Conclusion: The Endless Pursuit of Perfection
Slope is more than just a simple online game; it's a test of reflexes, precision, and patience. Its minimalist design and addictive gameplay have made it a favorite among casual and hardcore gamers alike. Whether you're looking for a quick distraction or a challenging pursuit, Slope offers an endless downhill experience that will keep you coming back for more. So, fire up your browser, prepare your reflexes, and get ready to conquer the slope. The challenge awaits!

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Development Log / Dev Log #16: Targeting and Projectiles
« Last post by Styg on March 10, 2026, 02:14:58 am »
See nicely formatter HTML version on the website.

Hi guys,

In this dev log I want to go over the changes that I’ve made to the ranged weapon targeting system, which could also be called the projectile attack system.

This is the system that is used primarily when attacking with any sort of projectile-based weapon, such as firearms and crossbows, but also energy and chemical "projectiles."

The reason I made the changes that I’ll describe below is partly to better integrate it into the new engine, with its 3-dimensionality and destructibility. But, also, I wanted to change the way that the difficulty of using these weapons changes with range and skill. Namely, I wanted for these weapons to still retain good effectiveness at close or point-blank ranges even at low skill levels, so they could easily be used without too much investment both in the early game and as off-spec weapons further into a play-through.



This is how it all works now.

First, in order to be able to fire at any given target, there must be a penetrable path from your firing voxel to one of the voxels occupied by the target—this is called a ranged touch check. In our engine, a voxel is a relatively large cube with the edge length of one meter (so a human takes up two voxels when standing and one when crouched, for example). It’s basically a 3D "tile."

Every object in the game occupies one or more voxels. We use these for low-resolution gameplay mechanics, such as pathfinding and vision. A voxel itself consists of the core, the 6 sides, and 12 edges. These are used to better facilitate smaller or thinner objects such as doors, columns, and such... but that’s not important right now. You only need to remember that the initial range check is done using these.

https://stygiansoftware.com/videos/devlogs/infusion/16/video3.mp4

When firing a ranged projectile weapon, such as a pistol, for example, the game first calculates your attack rating. A lot of things can affect this rating, but it’s mainly determined by your effective skill level (Guns skill in this case), stance (in the case of firearms, it means what aiming device you’re using—iron sight, reflex sight, optics, etc.), and focus.

This is measured against the target’s defense rating. I’m not completely set on how this rating is going to be summed up, but for now it’s an esoteric mix of constant values, distance, momentum, and evasion. Basically, the rating grows with how far, how fast, and how evasive the target is.

These two values are then fed into a saturating (diminishing returns) function that determines the maximum degree of aim vector tilt—meaning, by how much the attacker can be off from a perfect shot. When the projectile is about to be launched, the game rolls a random value from this range and uses it to tilt the vector.

This vector is then made into a ray and traced against the bounding box of the target that the attack was aimed at. Let’s call this a primary target check. It actually consists of two checks, as it’s traced against two bounding boxes—the full and the inner bounding box.

If it intersects with the inner bounding box, which typically consists of the inner 2/3 of the full bounding box, the attack is counted as a hit. During this check, all obstacles are ignored, and we rely solely on the ranged touch check to determine if there’s a clear path to the target. When this happens, it’s called a true hit, and it means we don’t need to do any actual ray marching of the projectile through the world space.

If it does not intersect with the inner bounding box, then the projectile is traced through the actual game space, and it can hit any character or destructible or indestructible obstacle in its path.

If it ends up landing inside the full bounding box of the initial target, it will be counted as a grazing hit (which means it deals half the damage). If it lands inside a bounding box of any other target, it can be a hit or a grazing hit depending on if it also intersects with its inner bounding box.

So, unlike in Underrail 1, where only things like bursts or shotgun attacks could cause collateral damage, in Infusion, any projectile you launch can potentially end up hitting a different target or an obstacle.

It is sort of a hybrid system that allows for true hits that do not account for other obstacles and characters if you aim precisely, but in all other cases forces you to adjust for other targets and obstacles.

I found this system to be superior to true physical simulation when it comes to our engine because the player does not have the fine-grained positioning capabilities for either the character or the source of the projectile (the weapon). We do not want to constantly be ending up in silly situations due to some part of the level geometry unexpectedly fully blocking attack paths.

https://stygiansoftware.com/videos/devlogs/infusion/16/video2.mp4

Now, because we no longer roll a hit chance during the attack but instead tilt the attack vector, this has a couple of (intended) consequences.

First, the targets that are small and/or far away become naturally harder to hit because for any given vector tilt angle, the gap between the traced ray and the target point increases with the target’s distance; and the smaller the target is, the more likely this is to result in a miss.

So, while you might not need that much Guns skill to hit a burrower when up close, hitting a spawn at 10+ range without significant investment in the said skill could only be the result of a lucky shot.

Secondly, it works seamlessly for any kind of thing that needs to interact with the projectile, be it another character, an obstacle (destructible or otherwise), a cosmetic particle, a cloud of flammable gas, a rip in the spacetime continuum, or whatever else we come up with in the future. As long as it can be detected during the ray marching, we can interact with it.

Finally, we can easily use this system for weapons that fire multiple projectiles, such as shotguns, where each pellet becomes a separate projectile.

https://stygiansoftware.com/videos/devlogs/infusion/16/video1.mp4

One downside of the system is that it becomes effectively impossible to calculate exact hit chances for a given attack beforehand. For this reason, as some of you have noticed, I have switched to descriptive difficulty indicators (Easy, Moderate, Hard, etc.).

* * * * * * *
So far I’ve only discussed how the projectile system is used with standard weapon attacks, but it can and will also be used for other things, such as grenade shrapnel, psionic particles, and such. It can be used anywhere where there’s a physical projectile that needs to be traced through the game space while not being affected by gravity or air drag.

* * * * * * *
There are cases where gravity and air drag are significant factors—with thrown weapons, for example, such as throwing knives, grenades, and even simple rocks. For these, I have developed a different system, which I will showcase in a future dev log.

* * * * * * *
Likewise, there’s more to be said about actual damage models of different creatures and how they affect hit chances and damage amounts. This topic deserves a dev log of its own.

* * * * * * *
Obstacles, destructible or otherwise, are also a fitting dev log subject. We actually have quite precise collision mechanisms when it comes to the environment, owing to the fact that we generate low-poly meshes for our pre-rendered assets to be used for shadow maps.

* * * * * * *
Anyway, that’s all for now.

Keep in mind, all these mechanics are subject to further adjustments pending testing, but so far I find this system quite intuitive and fun.

It’s back to the trenches for me now. I hope you found this dev log interesting. Be sure to follow me on X, where I post smaller tidbits of development regularly.

Cheers!

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General / 9mm cheaper than 8.6?
« Last post by haze1103 on March 09, 2026, 04:24:14 pm »
I'm currently playing a heavy guns build, so I try to think about the cost of using my weapons. One thing that I assumed intuitively is that 9mm bullets would be more expensive than 8.6mm, so I would do things like use the Brno when I didn't need firepower. From reading the wiki, this assumption is accurate: 8.6mm has a value of 20, and 9mm has a value of 26.

But to my surprise, 9mm is actually cheaper than documented on the wiki in-game, its value is actually 18, between 7.62's 14 and 8.6's 20. All the other calibers match the value I see on the wiki.

Has this changed recently? I verified on multiple saves, this is always true. I can't find any documentation that this has been changed recently, but I might have missed it.
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General / Re: Reasons to raise a lowered base ability
« Last post by haze1103 on March 09, 2026, 03:45:06 pm »
You should have another dump stat that you don't care about. If you're so stretched that you need to raise a dump stat to complete your build, your character is probably trying to do too much
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Bugs / Shell Shock Doesn't Work With Dreadnought Rockets
« Last post by Int0rCess0r on March 09, 2026, 05:35:34 am »
The debuff doesn't apply to enemies caught in a dreadnought rocket blast.
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Suggestions / Crafting parts stack.
« Last post by Hawk on March 08, 2026, 12:00:26 am »
Hello

There are various crafting weapon parts that should be stackable, like "iron sight" for grenade launchers and minigun motors of the same type.
There is also "psi circuit extension" which doesn't stack. These items have no quality levels, so logically it could be stack.
I already pointed to this few years ago, when I first played UnderRail, but sadly some of the crafting parts still missing the stack possibility.
Please fix it, I guess it shouldn't be too difficult for you guys. You are doing great things already)) Please keep delight us!
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