The community team which created Hawaii has been hard at work on an expansion to the map with tons of new content and locations to discover! It's now available to play and includes 30+ new quests.
Update Notes:
Additions:
Added Hawaii Expansion.
Added 7 new cosmetics/skins to the Hawaii Mystery Box.
Added gameplay config for min/max drops from normal, mega and boss zombies.
Added emission multiplier to effect volumes.
Added ability to delete groups. Leaving requires a new owner or only one member whereas deleting kicks all group members.
Tweaks:
Tweaked all sight aiming distance to be more consistently further back.
Tweaked tutorial messages to be slightly more clear.
Fixes:
Fixed building interior LOD on maps using newer objects system.
Fixed unable to scale water volumes.
Fixed loading water volumes with surfaces disabled.
Map Progress:
This week I finished detailing all but one of the locations on the new map and am aiming to finish that and the spawns next week.
The community team which created Hawaii has been hard at work on an expansion to the map with tons of new content and locations to discover! It's now available to play and includes 30+ new quests.
Update Notes:
Additions:
Added Hawaii Expansion.
Added 7 new cosmetics/skins to the Hawaii Mystery Box.
Added gameplay config for min/max drops from normal, mega and boss zombies.
Added emission multiplier to effect volumes.
Added ability to delete groups. Leaving requires a new owner or only one member whereas deleting kicks all group members.
Tweaks:
Tweaked all sight aiming distance to be more consistently further back.
Tweaked tutorial messages to be slightly more clear.
Fixes:
Fixed building interior LOD on maps using newer objects system.
Fixed unable to scale water volumes.
Fixed loading water volumes with surfaces disabled.
Map Progress:
This week I finished detailing all but one of the locations on the new map and am aiming to finish that and the spawns next week.
Added teleport NPC reward type to move player to specific spawnpoint in level.
Added crouch as a NPC pose option as well as Pose_Lean, Pose_Pitch and Pose_Head_Offset options.
Added invulnerable and explosion proof tags for destructible objects.
Added new guns and melees to skin source files.
Improvements:
Improved several furniture objects to be randomly colored.
Tweaks:
Tweaked foundation height shorter.
Tweaked forageable resources to support spawn tables.
Fixes:
Fixed misaligned glass in Seattle fire station window.
Fixed satellite image for maps taller than 256m.
Fixed sound effect pitch deviation to scale with pitch.
Fixed incorrectly colored upstairs walls in house_3.
Map Progress:
Flooded portion of town beginning to develop overgrowth
This week I finished detailing the environment and made tons of progress on filling in the some of the most time consuming locations: towns and cities. In the coming week I'll finish up the remaining work in the big city and move onto detailing the smaller locations.
Added teleport NPC reward type to move player to specific spawnpoint in level.
Added crouch as a NPC pose option as well as Pose_Lean, Pose_Pitch and Pose_Head_Offset options.
Added invulnerable and explosion proof tags for destructible objects.
Added new guns and melees to skin source files.
Improvements:
Improved several furniture objects to be randomly colored.
Tweaks:
Tweaked foundation height shorter.
Tweaked forageable resources to support spawn tables.
Fixes:
Fixed misaligned glass in Seattle fire station window.
Fixed satellite image for maps taller than 256m.
Fixed sound effect pitch deviation to scale with pitch.
Fixed incorrectly colored upstairs walls in house_3.
Map Progress:
Flooded portion of town beginning to develop overgrowth
This week I finished detailing the environment and made tons of progress on filling in the some of the most time consuming locations: towns and cities. In the coming week I'll finish up the remaining work in the big city and move onto detailing the smaller locations.
Two new guns planned for the new map were finished this week and can now be found in airdrops. The MP40 is an antique SMG bridging the gap between carbines and assault rifles which will be improved upon in another upcoming gun, and the Determinator is a shotgun revolver with longer range but requiring better aim.
Update Notes:
Additions:
Added MP40. [ID 1477]
Added MP40 magazine. [ID 1479]
Added Determinator. [ID 1480]
Improvements:
Improved scale tool to adjust sensitivity by bounds of mesh.
Tweaks:
Tweaked chainsaw and jackhammer to alert zombies in a larger area. [Increased to 24m from 8m]
Fixes:
Fixed to only allowing climbing while standing, sprinting or swimming.
Fixed off by one error when killed while spawning into server.
Fixed to scale up backpacks/vests slightly on mega zombie model.
Map Progress:
This week I mostly finished decorating the landscape - I underestimated just how long it takes to place down all those boulders on the cliffsides so there's a few patches that still need doing. My goal for next week is to make good headway on finalizing the layouts of each location and filling buildings with furniture.
Two new guns planned for the new map were finished this week and can now be found in airdrops. The MP40 is an antique SMG bridging the gap between carbines and assault rifles which will be improved upon in another upcoming gun, and the Determinator is a shotgun revolver with longer range but requiring better aim.
Update Notes:
Additions:
Added MP40. [ID 1477]
Added MP40 magazine. [ID 1479]
Added Determinator. [ID 1480]
Improvements:
Improved scale tool to adjust sensitivity by bounds of mesh.
Tweaks:
Tweaked chainsaw and jackhammer to alert zombies in a larger area. [Increased to 24m from 8m]
Fixes:
Fixed to only allowing climbing while standing, sprinting or swimming.
Fixed off by one error when killed while spawning into server.
Fixed to scale up backpacks/vests slightly on mega zombie model.
Map Progress:
This week I mostly finished decorating the landscape - I underestimated just how long it takes to place down all those boulders on the cliffsides so there's a few patches that still need doing. My goal for next week is to make good headway on finalizing the layouts of each location and filling buildings with furniture.
Improved area selecting to work with shift expand selection.
Improved multiselect enum dropdowns to highlight selected flags.
Tweaks:
Tweaked devkit search to sort alphabetically.
Fixes:
Fixed tire/battery spawn chance working opposite of intended.
Fixed to allow sprinting in shallow water.
Fixed launch preferences getting overwritten by some updates.
Fixed server incorrectly sending large buildable packets.
Fixed not granting quest note rewards clientside.
Fixed some curated objects still showing with Object_Browser.Show_Curated_Objects set to false.
Fixed area selecting flick of the mouse wrong size and items behind camera.
Fixed area select to respect selection mask.
Fixed resetting devkit search scroll between searches.
Map Progress:
This week the map started properly taking shape with the rough landscape in place and the planned locations in their final spots, though a few new ideas have come to mind I'd like to work on soon. A couple places are somewhat detailed, this being one of the less spoilery ones:
Over the next week I'll be polishing/finalizing the landscape with materials, foliage, trees, boulders, erosion, etc and continuing to detail the locations themselves.
Improved area selecting to work with shift expand selection.
Improved multiselect enum dropdowns to highlight selected flags.
Tweaks:
Tweaked devkit search to sort alphabetically.
Fixes:
Fixed tire/battery spawn chance working opposite of intended.
Fixed to allow sprinting in shallow water.
Fixed launch preferences getting overwritten by some updates.
Fixed server incorrectly sending large buildable packets.
Fixed not granting quest note rewards clientside.
Fixed some curated objects still showing with Object_Browser.Show_Curated_Objects set to false.
Fixed area selecting flick of the mouse wrong size and items behind camera.
Fixed area select to respect selection mask.
Fixed resetting devkit search scroll between searches.
Map Progress:
This week the map started properly taking shape with the rough landscape in place and the planned locations in their final spots, though a few new ideas have come to mind I'd like to work on soon. A couple places are somewhat detailed, this being one of the less spoilery ones:
Over the next week I'll be polishing/finalizing the landscape with materials, foliage, trees, boulders, erosion, etc and continuing to detail the locations themselves.