GraveRun - Vlad Dae


Changes
  • Many changes were made to weapons and their upgrades. For example, “Featherweight” can now be unlocked by using a single “Light alloys” upgrade. Previously it would require to upgrade “Fast reload” too, which was confusing for some players.
  • Added error logging system. Now all errors and typos in scenarios will be displayed in Log.txt file.
  • Reworked the graphical component of the “Survival” level.
  • Reworked “Village defense” level. But it’s not the final version yet. It will be even cooler!  😃
  • Removed demo level.
  • Random of enemy spawning system using a spawner is now more humane. Now uses the spawning queue list like in Tetris.
  • FG now does not become transparent, when someone is behind it. You won’t see ugly semitransparent rectangles anymore.
Fixes
  • Fixed camera getting stuck when loading a new level, if the previous level used fixed camera.
  • Fixed a bug when cursor was sliding away somewhere. Now the game won’t control itself. Only you do that.
  • Fixed game crash when the vehicle tried to fit more people inside than it can.
  • Fixed game freeze when NPC was spawned in impassable map zone.
For modders
  • Now invulnerability mode can be toggled through the scenario command - new “GodMode” player command added.
  • Spawner can now use mob line multiplier, for example "Spawn = LittleZombie x2". Previously you had to write “LittleZombie” like two times to double its spawn chance.
  • Now spawners can use "Left", "Right", "Top", "Bottom" values, same like for the separate mob spawning line.
  • Removed old Barrel spawning script lines.
  • Script-object (e.g. spawner) received a “Barrel Spawner” mode - for adding barrels on the level.
  • Added barrel spawn function "Barrel, Add, x, y".
  • Added new [Name] tag for text bubbles - displays player name.
GraveRun - Vlad Dae

Changes
  • Added automatically appearing control tips if the player is not using some key. There’s only movement, shooting and aiming tips for now.
  • Now there’s a timer bar under bonus, showing when till this bonus disappear.
  • When picking up a new weapon, a weapon from your secondary slot will be swapped.
  • Reworked player join menu. Finally it became more convenient and understandable.
  • Weapon in the player's hands will redden from overheating 🔥
  • Secondary weapon in the HUD will not be shadowed anymore.
  • Removed menu hotkeys. They were overloading already an overloaded interface.
  • Name of the player’s team will be written under the button which sets the name. Quite convenient 😄
Balance
  • Reduced drop chance of common bonuses from 5% to 2.5%.
  • Increased disappear timer for bonuses from 15 to 20 seconds.
  • A bear now bites with the same force like any other zombie. Now he can’t eat the player in 4 bites but in 10.
  • SKS won’t overheat anymore.
  • Uzi received a reduced recoil, also it will overheat only after shooting few mags in a row.
  • Gatling can now shoot for longer without overheating.

Fixes
  • Fixed a bug with infinite jeep timer.
  • Fixed helicopter spawn.
  • Fixed a bug with negative values of reloading and HP bars.
  • Fixed a shot when player leaves pause menu.
  • Fixed a crash when launching the game with an irregular window size.
  • Fixed "SpinLoopEmpty" command for weapons.
  • Fixed barrel spin loop sound getting stuck when changing weapons.
  • Fixed line thickness (traces, aim line) for custom screen resolutions.
  • Reduced the delay after leaving pause menu.
  • Fixed re-entering pause menu when leaving it with a hotkey.-
For modders
  • Scenario lines will be read without a delay.
  • The ability of using hotkey icons in text bubbles was brought back and improved.
  • Drop chance can now be set with a floating-point.


GraveRun - Vlad Dae

Changes:
  • Improved enemy AI. Now they can trap the player by going around a flank. But if the enemy is hit while doing so, they will go straight forward on the player.
  • Reworked camera movement. Now it follows the player, not the crosshair. It will help to keep an eye on the player and not get lost on the battlefield. Also camera can now go through map borders to reduce the number of fights in the corner of the screen.
  • Reworked the system of graphics settings. Now it can be set up directly through the Options.opt file.
  • Disabled enemy light up function when they are too close to the player. With a new camera such bright lighting is not necessary.

Graphics:
  • Increased that visibility of bullet traces, laser sights, and a laser line between player and a crosshair.
  • Added light flashes when shooting, also for explosions and burning effects.
  • Updated visual effect when hitting an enemy.
  • Added HUD elements for timed bonuses.
For modders:
  • Now you can set parameters for bonuses with “Damage”, “FireRate”, and “ReloadSpeed” commands.
  • New enemy parameter "FlankingChance" - sets the percentage of a chance of performing a flanking maneuver by the enemy.
  • New weapon parameter "LightOnShot" - allows the weapon to light the ground with a flash after shooting.
About modders:

Trying out a new sections in the News, it will be about modders’ works. I’ll talk about mods they are working on. After all, mods are an important and integral part of the project.If you are working on some mod - message in Steam community, I will help with realization and will show it in the News 😉

Vanguard
Author of mods with weapons from Overwatch.Also is planning to add new weapons::

  • Book of summoning Death

  • Proximity mine

  • SMG P90
  • And a melee weapon - a broken bottle 😄

Wine BSM
Author of Survival in city mod, which adds a blood bath with friendly fier.He’s working on a new map, where you and a couple of NPC should defend yourself against zombies, squeezed between two houses: 

Also he’s planning to add more weapons, upgrades and enemies on this map.
GraveRun - Vlad Dae

It was decided to abandon the development of a multi-level singleplayer to improve existing mechanics, for convenience in general, and for the greater fun from playing.

Changes in shooting and weapons
  • Now you can use both hands to shoot any weapons just by holding both shooting buttons.
  • All weapons are now automatic. You don’t have to click all the time and traumatize your mouse or a gamepad.
  • Reworked bullet spray system. Overheating doesn’t affect accuracy anymore.
  • The crosshair now shows how big is spraying pattern while holding the shooting button.
  • Reworked recoil system. If the player is standing still, then recoil is two times weaker.
  • When picking up a new weapon, your previous one won’t drop anymore.
  • Removed hit multiplier zones from enemies. Instead, a new critical hit system is added.
  • Appropriate rebalance was made for weapons and perks.
Changes in vehicles
  • New vehicle - an invulnerable timed jeep. You can get it as a bonus after killing big zombies and bears.
  • Getting into vehicles is now instant. All you need is to get close enough to jump inside automatically.
  • Changes in vehicle and ramming physics. Hitting the crowd now feels a lot more pleasurable.
  • The medkit will heal the player inside the vehicle, if that vehicle is already  at full health.
Changes in controls
  • Improved XBox 360 gamepad support.
  • Removed buttons for slowmo, turning around, and leaving a vehicle.
  • Gamepad buttons are now duplicated. D-Pad and a left stick are working in the same way, also “Back” and “Start” buttons now open pause menu.
  • Removed “Keyboard only” movement controls. I’m sure, no one ever used it.
  • Sadly, we had to remove keybind settings menu.
Other changes and new stuff
  • “Zombie PacMan” and “Civil disorder” maps were changed. Mostly by adding more enemies.
  • Changed player collision physics. Now you won’t jump off the enemies, instead, you will go right through them, pushing enemies away.
  • Added appearance of the “W@ Games” logo when launching the game.
  • Changed the effect of changing windows in menu.
  • Volume window won’t appear after game start anymore.
  • Removed scenario-based singleplayer.
  • Removed all maps where you had to protect the right side of the screen. Now enemies on all levels will try to kill you and NPCs.
Fixes
  • Fixed enemies and other objects getting stuck behind map boards.
  • Added ability to change the graphics driver. It will fix the bug that can break textures.
  • Fixed a bug that allowed bears to heal from vehicle collision damage.
  • Fixed shell cases flying two times higher than intended.
  • Fixed upgrade points not being refunded when weapons were added by a cheat-menu.
For modders
  • Added new parameter for vehicles "ShowHP" - it allows to show or hide the health bar of a vehicle.
  • Added two new parameters for weapons: “CritChance” and “CritMultiplier”.
  • Fixed reading of the last line in scenario files, Enemies.opt, and Vehicles.opt.
  • Added new parameters for weapons: SprayNow, SprayMax, SprayPerShot, SprayCooldown. More info will be added in the manuals.
  • Removed “Rules” map parameter. Now it’s always a survival.
  • Added new weapon parameter "Recoil" - how strong is recoil after the shot.
  • Temporarily removed the ability of adding hotkey buttons in texts.

I can say that this is an intermediate update. There will be further serious updates, changes, then polishing and, at last, an addition of online multiplayer.
GraveRun - Vlad Dae

We participate in Steam Summer Sale!

50% discount!

We will be very grateful if you add your review on Steam. This will significantly help the project in development.

Also, there will be our own items soon! Collection cards, backgrounds, badges, and emojis.

Meanwhile in the game:
  • Default weapon will not be dropped upon picking up a weapon crate. You don’t have to give your knife to others.
  • Added scrolling to the leaderboard. Now you can find your friend there.
  • Fixed scenario getting stuck at the beginning of 3rd level. There was a chance for NPC to not get to the objective site.
  • Now you can choose levels with a mouse cursor at the scenario menu. Replaying your favorite levels with friends become easier.
  • There will be a notification at the start of a level, if saving your record is not possible for some reason. It was very frustrating to realise that you can’t save your record after long sweaty gameplay.
  • Fixed acceptance of incorrect values for player.FaceTo. Now turning around won’t bug if the value is set to 0.
GraveRun - Vlad Dae

Hi everyone! In preparing this patch, we wanted to focus on fixes and cosmetic corrections, but we could not resist and added something new!

Meet version 20180412!

Main changes:
  • Weapons will now drop to the ground after being swapped, instead of disappearing in the void. Now you can share your guns with a teammate or just swap weapons back, along with resetting the upgrade points.
  • Stunned zombies now continue to chase the player. But slowly and sadly. The good news is that after the explosion, they will now continue to follow you, and do not scatter on the map where they can (uhhuh, noone wants to go and search for them).
  • "Dragon's Breath" upgrade now sets all enemies ablaze on its path. With it, your sawed-off will be on fire for real! Burning crowds of enemies away with each single shot - it's better than ice cream on a hot summer day!
  • The duration of invulnerability after receiving damage is increased from 100 to 200 milliseconds. Now sudden dog from behind can't eat the player for a single bite, but for two. Don't thank us.
  • When the game is minimized, all sounds and music are now muted. Your mom will no longer be afraid to come closer to your computer.
  • Now you can take the weapon box only after stopping. You won't be able to carry heavy containers "on the run" anymore.
  • The speed of toggling slowmo on/off is is doubled.

Fixes:
  • Boxes can no longer spawn outside the map, the maplock, and in impassable places.
  • Fixed a ride on a motorcycle for NPC - they will longer ride away southwards when there is an enemy nearby. All alarmists and cowards who committed such a mistake were given to be eaten by zombies.
  • NPCs can no longer control themselves in flight. Gravity, you are heartless bastard!
  • Fixed mobs bleeding after taking damage in melee combat. Now they bleed as they should - see for yourself!
  • Fixed a bug when NPC could not understand script commands after leaving a vehicle.
  • Fixed calculation with negative numbers. Don't even ask what is it, just be glad that THIS is fixed.
  • Fixed helicopter pushing all objects away.
  • Fixed the work of tasks with a comma in the title. Another bug that you didn't even know about.
  • Fixed bug with WaitForKillAll getting stuck on the 4th level. Spawners kept spawning enemies while they were far behind the map. Well, they won't do that anymore!
  • Fixed a scripted deletion of all objects behind the maplock.
  • Fixed incorrect removal of NPCs, barrels, and player when cleaning the game.
  • Mobs with a speed of zero now stand still for real. Fixed shoting targets creeping towards you at the 2nd level. They... hmm... creep.
  • NPCs at the 2nd level don't now shoot your shooting targets. Shoot them yourself, don't be lazy!
  • The physical objects bouncing after falling has been fixed. The first Boss will no longer jump forever, after he jumped somehow, by some miracle maybe.
  • Fixed critical damage zone for Boss-Mayor.
  • The engine sound will not longer stay after vehicle deletion. It will be removed with the vehicle too.
  • Fixed shooting sound with ShootBullet script command.

For modders:
  • Now, if the transport does not have a sprite for some turn direction, it will use the same sprite that was used before the turn.
  • “SxNorm” for enemies was renamed to “Speed”.
  • Now you can set parameters for all zombies using "Enemy, All, Speed = 0" line.
  • Zombies and NPCs now share global AI. Advanced settings will be included in a manual we're working on, stay tuned.
  • Added comment system for .opt files. A line starting with a single quote (') or tab will be considered commented out.
  • Debug mode now shows empty script lines.
  • Added the ability to set parameters for entities from the spawner - "ApplyToSpawned, AI AttentionDistance = 50".
  • Now the spawner can't spawn more creatures at start than the allowed number in SpawnsBeforeDestroy.
  • New "BulletAirResistMultiplier" parameter for weapons - how much the air resistance affects the bullet.
  • WaitInZone now work with calculations.
  • Now you can remove any NPC, an enemy or vehicle with "Remove" script command.
  • Now you can set the camera following other object, different from the player. It will also be described in a manual.
  • "Player, All, Go, 0, 0" command was simplified to "Player, Go, 0, 0".
  • Added ability to add text bubbles and tooltips to the player and other objects.
  • Players now have names from 1 to 4. The first player, regardless of the color will be the number 1. Fixed the "Player 1" in the script.
  • Vehicle HP will no longer be visible with HUD disabled.
  • Bullet radius is now visible in debug mode. It's useful when experimenting with bullet morphing, if you want to know how does it work.
  • Now there will be super-slowmo when opening debug menu. It's a low slower than normal player's slowmo.
That's all Folks!
And while you will enjoy the changes of this patch, we will start preparing the next one. And again we will please you with something new!
GraveRun - Vlad Dae


Great news, everyone!

We started to work hard on GraveRun, and can’t wait to please you with great updates!

Every two weeks we will release new patches - more content, more bug fixes, more zombies! The game gets a complete look, and this year we expect it to be released! And of course we want to say a huge "thank you" to all those who have been with us all this time. This is very valuable for the team. For sure. So, play GraveRun, make mods, share them with the community, and always remember: "What's dead – can be killed again!"

And here is our first great patch:

New Content:


  • Added 5th level of campaign - "Neighbor Village". Time to visit your neighbors!
  • Added 6th level of campaign - "Treasure Hunt". Expect a new boss in the end of this – Forester! Trust me, he is not very happy with the fact that you came into his forest!
  • Added 7th level of campaign - "Homecoming". Beware of a military helicopter, which will appear on this level - rockets and bombs make no difference between zombies and civilians!
  • Another original boss – The Bear-Berserker! He can always improve his health by eating a couple of zombies. Do not let him get close to the food!
  • Innovation: Factions! All game characters now belong to one or another gaming faction, whose representatives are ambiguous about each other. How exactly - you will understand when you meet them!
  • A new general AI system for NPCs and zombies:
    • Bypassing obstacles is improved. Now zombies moves smarter – maybe they got some brains finally?
    • Chickens and cows are now running away in fear of the enemy. And they can not be blamed for this!
    • NPCs now correctly unfold during the movement - face in direction. However, those of them who fight against zombies continue to back off looking straight to the enemies.

In-game changes:
  • "Characteristics" in the pause menu are renamed to "Weapon Characteristics".
  • "Mass" is replaced by "Weight" everywhere. From the point of view of physics - a significant change!  
  • The "Cheater!" inscription is changed.. Now it is made in a popup style, and the display time is reduced from 12 to 3 seconds.
  • Improved system of objects interaction with walls (and other zones of zero patency).
  • The system of interaction between objects has been changed.

Bug fixes:
  • The motorcycle NPC is no longer gets stuck in the walls and does not go sitting backwards. SDA - this is important, even if the is a zombie apocalypse!
  • Now NPCs and zombies will move all around the map, instead of huddle at its edges.
  • Zombies now do not push NPCs through corners. Although it looked extremely funny!
  • Fixed the problem with objects that previously could be outside the map for some reason. This could lead to a "hang" scenario, but now we have fixed everything. (Note to modders: if you need an object to be "outside the edge" of the map, use the MapLock command).
  • Now if the zombie does not move, the walking animation is not shown. There's no reason to use the moonwalk!
  • Fixes players waiting areas in the first level.

Modders only:


  • New option for weapons "HideEmptyWeapon" - display weapon.png with 0 shells or not.
  • Mass change of AI from the scenario files.
  • The "Hide interface" button is added to the cheat menu – it turns on the mode for beautiful screenshots.
  • Added a general parameter "Fraction" - the fraction to which the edited object belongs.
  • Debug vectors are now drawn with a circle at the beginning.
  • Added a new parameter for the AI ​​"WalkAroundChance" - the chance in percentage to change the place where the object stands when walking from idleness. Caution: when setting the parameter to 100, the object starts to rush from side to side like a real choleric!
GraveRun - Vlad Dae


In this update there’s a lot of new things and changes, which will allow us to release three new level scenarios next week - 5, 6 and 7.

Reworked AI and pathfinding systems for NPCs and enemies. This change made the game much more pleasurable to play. Allied NPCs became really helpful and valuable companions in a difficult task of survival.

New stuff
  • New game objects:
    • Helicopter!
    • Shooting targets. Second level was reworked for them.
    • Enemy - “Fire”. Not an enemy at all, just an infinite burning fire.
    • Boss-woodsman.
  • New parameters and commands for NPC:
    • New parameter "FollowDistance" - how far NPC should stay from the target they are following.
    • New commands "Marker Add" and "Marker Remove". NPCs, which should be defended, now can be marked.
    • New parameter for NPC "MaxRetreatDistance" - maximal distance from the objective target where NPC can run to avoid enemies.
  • New parameters and commands for enemies:
    • New parameter “InfiniteFire” - if set to 1, then the enemy will burn forever.
    • New parameter “FireDamageMultiplier” - damage multiplier from burning.
    • New parameter “Ignite” - ignites the enemy..
    • New parameter “NoClipForBullets” - if set to 1, bullets and explosions will ignore the enemy.
    • New parameter “DeathSound” - sets a custom death sound. Box death sound have changed.
    • New command for Enemies.opt file and parameter "Weapon" - allows to set parameters of enemy weapons, for example: “Last enemy, Weapon Damage = 500”.
    • New ability "Aim" - allows enemies to aim their weapons instead of shooting straight forward.
  • Added new parameters for vehicles:
    • RenderSeated - renders seated characters inside the vehicle.
    • AnimationFrameDelay - sets the delay in milliseconds between animation frames.
    • AnimateAlways - plays vehicle animation regardless of whether it moves or not.
    • PlayerCanGetIn - can the player get inside.
    • MinZ - minimal height of the (flight altitude) vehicle.
    • SkewSound - engine sound distortion based on vehicle speed.
  • New command line parameter "NoHUD" - starts the game in a “beautiful screenshots” mode.
  • Added scenario command "ShootBullet" - creates a bullet/projectile.
  • Added parameter for ScriptObject, "SpawnsBeforeDestroy" - how many creatures an object can spawn before self destruction. If set to -1 function will be disabled.
Changes:
  • Reworked path finding system. Significantly improved obstacle bypassing for enemies and NPC.
  • Updated AI for NPC. Now they shoot sharper and better evade enemies.
  • Changed the background game balance in main menu. Max zombie count increased 4 times and added zombie-catapults.
  • Removed parameter "ShootAngle" for NPC as they can now shoot at any direction.
  • Projectiles become more transparent when losing their HP.
  • Line between player and a crosshair became more perceptible.
  • Now you don’t have to put “Field” in “------- Players” scenario section to set parameters for players.
  • Now parameters Left\Right for “AddEnemy” command will work relatively to the maplock.
Fixes:
  • Fixed throwing for zombie-catapult. Now throwing animation won’t play without reason.
  • Slowing effect after being bitten cannot be stronger than max value now.
  • Triggers will be released when entering cinematic mode.
  • Fixed loading of map images. Some image formats caused blood not staying on the map.
  • When an enemy spawns another enemy, it cannot appear in impassable places. There was a bug when GodDog was able to spawn dogs behind passability zones.
  • Upgrade star icons won’t get out of borders when there’s too many of them.
  • Objects with NoClip=1 will now interact correctly with each other.
  • Fixed smoke effect for vehicles which are not on the ground.
  • If an object flies up higher than 25 pixels, it will be rendered over FG.
  • Fixed automatic distance calculation from which player can get inside the vehicle.
  • Fixed rendering for objects which are located below the screen but flied up high so they become visible on the screen.
  • Fixed loading of local mods when Steam doesn’t receive list of mods subscribed by the player.
  • Fixed obstacle avoidance for objects with NoClip enabled.
  • Fixed errors caused by loading vehicles with incomplete list of sounds and sprites.
  • Fixed game freeze when trying to fail non existing objective.
GraveRun - Vlad Dae


This update is aimed at improving quality of life and making this game more fun to play. Now you can dash through enemies. Enemies will slow down under your bullet hell, or even get knocked back after that juicy sawed-off shot at point-blank range. Also there won’t be annoying medpack drops from bosses when you have 99% HP. It will drop only when it’s really needed 😄

The next update will be released at March 5th and will contain three new levels for main scenario!

New stuff:
  • Bullets and projectiles now have an impulse which can knock enemies back on hit. Also there’s a new parameter “BulletImpulseMultiplier” - it will allow you to modify this effect.
  • Added a new weapon parameter “Piercing” - how does bullet act when colliding with enemy.
  • Added new parameters for enemy spawning, which will allow you to spawn them at the top and the bottom of map.
Changes:
  • Player can now dash through enemies.
  • Player will not longer get stunned after taking damage.
  • Level tasks will be sorted now. Completed - at the top, failed - at the bottom.
  • Window mode can now be toggled using Left Alt too.
  • Medpack will now drop only if some player is hurt for at least a third part of a medpack power. For example, if player has 90 HP of 100, then a Large Medpack (100 HP) won’t drop from a boss. It will drop only if some player has less than 66 HP.
  • Enemy spawning is now animated. Fading in from the black color.
  • Now bullet will become more transparent when losing its HP (after hitting enemies).
  • Enemies which should be spawned at the map sides will now spawn behind the map borders.
  • Added a sound when changing key bindings.
  • Gamepad image in the gamepad settings menu is more visible now.
  • Gamepad buttons are renamed to the format of XBox gamepads. Instead of "Joy 1" or "Joy X-" there will be "A" and "LStick Left". Unfortunately, controls on different (non-xbox) gamepads may not work correctly so we advice rebinding all your controls.
Fixes:
  • A new rendering driver was installed. This should fix the black stripes on the screen in fullscreen mode for some users.
  • Fixed a bug, where leaderboards for a level were empty if the player didn’t submit their score yet.
  • “Scores” button in scenario menu will become disabled, if leaderboards is unavailable for some reason.
  • Enemies won’t turn back and forth when colliding with an obstacle anymore.
  • AK-47 won’t pierce enemies when using incendiary ammo anymore.
  • Fixed a bug, which caused the game to use 25 times more memory to load the level.
  • Very long names of mods and maps will get narrowed if they do not fit in the list window.
  • If some player changes or upgrades a weapon, a help tip won’t disappear for other players.
GraveRun - Vlad Dae


Leaderboards are now enabled! Also they can save your scores from added levels by mods and even levels with many enabled mods! In that case a player will challenge other players, who used the same mod list.

What’s new:
  • Steam Leaderboards are now enabled!
  • Now picked-up bonuses affect the player instead of the weapon in player’s hands. All weapons you find will have the same bonuses.
  • Added new parameter line for enemies - "HandPosition". It sets theirs hand position where a weapon should be. Now Security-zombie (also referred as Gopnik) will hold his pistol correctly.
  • Added new parameter line for NPC - "InvulnerabilityTimeOnHit", sets the time between hits NPC can take. It fixed a sound getting stuck when zombies damage a cow on the first level, now they’ll take damage only once per second.
  • New parameter line for thrower-type enemies - "ThrowPlayer", should the enemy throw a player or not. Zombie-catapults can now throw the player away if they get too close.
Changes:
  • Updated link for the “Online manual” button.
  • Added warning text about scenario levels that are not added yet.
  • Reduced unused upgrade point score bonus to 1% per point.
  • Skipping in cutscenes now skips the part where player needs to press a button.
  • Enemies can no longer kick the player if the player still has invulnerability-after-hit buff.
Fixes:
  • Fixed hitbox of “Next” and “Previous” buttons in scenario menu.
  • Fixed unnecessary change of music on levels.
  • Text hitboxes in menu can now be “shot through” with a mouse.
  • Settings icons are merged with settings buttons and can now be clicked.
  • Audio settings can now be changed with Left and Right arrow buttons.
  • Pressing “R” when entering your name won’t trigger the “Back” button anymore.
  • Incorrect symbols used in player’s name will be changed to “_”.
  • Bullet damage can no longer be less than 1.
  • Fixed the difference between final score and the high score in the table.
  • Fixed the text shadow distance. It made it look better and easier to read.
  • Fixed third scenario level image.
  • Zombie death animation and its dead sprite will now be turned to the correct side.
  • Triggers will now be unheld when changing weapons.
...

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