Wow, what a couple of weeks. Last week there was no weekly dead, due to The Dead Linger's opt-in of the UE4 build being released, and now we are at the 50th edition of The Weekly Dead. Let's jump right in survivors.
Last week the big announcement was made. The Dead Linger made it's public debut in UE4. We at Sandswept hope you are all having fun with it! The game is far from complete, but now that it's in your hands you can see exactly what we are doing and can provide us feedback based on your experiences with the game.
We recommend reading the Opt-in survival guide
Ah, another smooth release! Er, sorta. We released the build mainly without incident, but some users were having trouble downloading it. We tried many little fixes, but in the end, the wonderful Jenny Pina in her infinite talents discovered that the Steam keys were different from the Kickstarter / pre-Steam keys, and the survivors who bought the game on Steam rather than before were unable to download the opt-in. This has since been fixed, and if you haven't been playing the Opt-in, you can now download it. Instructions below.
If you still don't know how to access the Opt-In and you've read the Opt-in survival guide
, follow these steps:
1) Go to your Steam library.
2) Go to The Dead Linger
3) Right click, to go Properties.
4) Click on the Betas tab.
5) Go to the dropdown and select "ue4optinbuild"
6) It should begin downloading!
You must, of course, own Steam, and bear in mind this is basically the alpha of our UE4 version of our alpha game. We'll be deploying updates quite frequently! Which brings us to our next topic...
As said, updates will be rapid for the opt-in, and they already have been to a grand total of one, with another on the way!
As for the first update, Kate, our resident bug-sniper, posted the features of the update here on our forums
but I'll post it again below for the people who don't want to have to click links.
Opt In Update 1 Patch Notes:
- Build number has been iterated by one. All updates will do this. To check which version you are on and ensure you're up to date with this latest patch, look in the top left at the Build Watermark for a (1) next to the text Build 15-UE4.
- Feature: Graphics Settings menu is now in place! From the main menu and in game escape menu, you may modify your graphics settings to your heart's content
. We will expand on this menu and add additional options as we progress. FOV Slider is included, but has some bugs with its visual numbers. You WILL almost certainly want to adjust your resolution upon entering the main menu!
- All missing or unknown meshes will now appear as a box with a question mark on it
. If you see one, let us know what it is when you pick it up. If you can't pick it up (i.e. not an inventory item), then just let us know where you found it as precisely as possible so we can track it down and fix it.
- Until we import all of the world meshes for clothing, all clothing of every type will look like a folded up gray checker shirt.
- SK 63 Rifle can now kill zombies and deal damage.
- Fixed a bug with all burst-based weapons.
- Farmington Shotgun fires both shells in a rapid burst, and can now kill zombies. Careful, the rounds do spread!
- Alpine Shotgun and Farmington Shotgun (the double-barrel) meshes were switched. Now they are correct.
- Fixed positioning some on the survivor's camera. Guns and weapons should not be sitting as high on the screen now, and with less clipping in general. (Not all weapons have their proper holding animation yet, causing floating hands etc.)
- Fixed collision on one of the beds.
- Fixed collision on a bunch of the cars.
- Bodybags no longer collide with survivors or impede survivor movement but should still block objects and line of sight.
- 308 ammo box now has a world mesh.
- Toothbusters candy bar now has an inventory icon.
- Riot Shirt now has a temporary world mesh.
- Riot Helmet now has a temporary world mesh.
- Doors are now quite a bit lighter. Users with high DPI settings on their mouse may feel doors are bit too light. We will continue to tweak this or possibly add a door sensitivity slider in the future.
- Fixed wording on bottom right Feelings Text when retrieving your gear from your corpse.
- Fixed an issue where you would zoom in after eating food or right clicking on items in your inventory.
- Inventory no longer closes when right clicking items that aren't food.
- Probably some other tiny stuff we didn't properly record for the patch notes.
Phew! That's some good fixings.
I'd also just like to point out this wonderful submission by a survivor.
some box art for you. http://t.co/PPTh27N6oz
— Jeremy Thomson (@jeremyxy83) July 28, 2015
A big thanks to jeremyxy83 for our box art, I had one sensible chuckle upon seeing it.
If you do happen to be seeing very pixely graphics, check that little Screen Resolution option. There's currently a bug where it may sometimes get reset to 0. We'll have that fixed in Update 2.
Speaking of Update 2, it's not out yet but it's on its way. The main things to be fixed in update 2 are as follows
- Multiplayer fixes.
- Loads and loads of loot items are getting their proper art now.
- Some minor work on clothing working on survivors. We can't guarantee this will be in Update 2, but it's among the things being worked on.
- Graphics Settings improvements. There are some bugs with the graphics settings not saving or reverting when they should or shouldn't, respectively.
- Audio Volume Sliders.
- Basic recoil, some gun improvements in general.
- Loads of little bug fixes.
- Inventory fixes, dragging and dropping and eating items alongside support for a 4:3 resolution layout. (Pictured below)
In the future, the gap in the 16:9 image will be covered by "looking into your backpack" so don't worry about players with larger resolutions being able to get a one up on players with smaller monitors.
This is the clothing thus far, clearly a work in progress. The textures will be added soon, and the clipping is just a missing texture mask.
Grant's estimate on the textures is "today" but he doesn't know when and the blog can't wait for slow-pokes! Just kidding. Grant has literally been working around the clock to get everything imported from the old Unity build, on top of his regular job as rigger and sometimes animator. He has about 8 hats. It's a real stack. Speaking of hats, lots of hats along with all the clothing will be visible and looking excellent either in Update 2 or Update 3, at this rate.
Social Media Stuff
Now we arrive at the weekly reminder that Geoff, Richard, and Chaoss do livestreams every now and then on twitch.
The Sandswept Team Page
Be sure to follow us on twitter @TheDeadLinger
for more development news!
Linger on, Survivors!