Sadly, this will not work if using the SDK, it will cause a hard crash. The LIV UE4 SDK developer does not own a Rift and did not know about the crash until I posted about it. It looks like it will require me to force OpenVR onto Rift users who want to use LIV.
So what does this mean? We'll probably open up another branch just for those who want to use LIV (as it does hurt performance a bit anyway) in the near future.
So, just updated the Alpha Branch with the feature-complete Slot Saving among other fixes to saving in general. There are other goodies to be had also in Alpha, along with some WIP stuff for the finale of Outbreak mission.
If you are brave enough, jump onto Alpha and help us squash bugs faster so we can push this to Beta (when the Outbreak mission is finished) ːsteamhappyː
I'll be working on the Tutorial "mission" for the rest of the weekːsteamhappyː, audio work is being done for the next Campaign Missionːsteamhappyː, more zombiesːsteamhappyː and animationsːsteamhappyː getting tweaked and finalizing Outbreak missionːsteamhappyː.
Working on getting a Public Roadmap out, there's seems to be an awful lot of confusion on the current status of the game's developmentːsteamsaltyː (i.e., some folks think this is it, there's nothing new to be added or being worked on...)
So going to finally put that to rest with a pubic roadmap.ːsteamhappyː
Jump onto Twitch if you have any questions or concerns about the current state of the game, what the future holds for us, or something random like my favorite drinkːsteammockingː. All the while I work on Save/Load and probably other things for Update 3.
Tell everyone you know with a VR headset, if they have had any reservations about the game... let them try it out for free basically. The whole apartment level (3rd floor) is up for grabs in this version.
It has all the most recent updates (Up to Update 2 and a few more goodies as well)
First off, thank you for all those who helped test out the Beta branch and submitted bug reports! Without you, it would have been harder to get this Update out.ːsteamhappyː
Increase in performance on the city map, better melee, improved hit reactions from the zombies, new Shooting Range to test out various weapons and so much more in this update, we hope you enjoy!
Please note:
Your Options Settings on your watch may have changed, please check them prior to playing!
If you crash, a bug reporter will appear (if it doesn’t appear, it is not a crash), please fill that out and submit them so we can see the report and fix the issues
Please report any bugs (including crashes and performance issues) to the appropriate place as soon as possible! Steam Forums: Bugs , Discord: #outbreak-bugs and/or Twitch: Just jump on and tell me what’s up
USER EXPERIENCE
Added some localization in the following languages: English, German, Spanish, Portuguese, French, Russian, Japanese, Chinese, to tooltips in the starting mapːsteamhappyː. This is a work in progress, they will be corrected and expanded upon as time goes on, including subtitles. New languages will appear in the future (if you want to help out in localization for you language, please sign up on Discord! https://discord.gg/monochrome)
Guns now highlight slides, as well as firing selections, on grip for 5 seconds. (Does not happen if you are in Immersive Mode)ːsteamhappyː
Added a tooltip at the locked door for the backpack. Localized.
Performance improved for everyone, greatly improved for Oculus users in the City area.ːsteamhappyːːsteamhappyː
GAMEPLAY
FIXED: Items (typically keycards) falling through the ground
FIXED: Sometimes when loading into new levels, players would be stuck in walls or falling through the world
FIXED: Doors that were being rotated incorrectly after level load
FIXED: Alarm watch not going off when you load into the apartment (yeah it’s supposed to be a bit annoying on purpose, remember your watch menu!)
FIXED: Toggle grip issues with weapons and all cabinets in the Outbreak mission
FIXED: Telemarketer phone call not ending properly
FIXED: Crossbow pullstring not drawing correctly in MULTIPLAYER
FIXED: IK bodies not calibrating for players in MULTIPLAYER
FIXED: Players not going to the correct apartment after MULTIPLAYER game
FIXED: Players going through closed elevator doors
FIXED: Flashlight % not going back to 100% after inserting a fresh battery
Keycards can now only be used while gripped
Backpack is no longer able to be opened while holding it (must be fully deployed to the front)
Melee improvements! (Still WIP, but should feel better overall)
You will no longer QUIT GAME when pressing certain menu buttons
Phone no longer teleports back into the phone slot when only swapping between hands
Removed searchables from all vehicles
In the off chance players cannot find any of the 13 or so fuses (which only 3 are needed) in the garage, within 10 minutes of inserting the first one, all fuses will blink for 1 minute, giving you a better chance of finding them
AI
Zombies hit players more reliably
Zombies no longer clump up together as much as they did before
Zombies no longer spaz out and go crazy or sometimes even go flying off around like a helicopter
Zombies no longer appear headless
Zombies will now properly track your HMD location and go after you no matter how big your playspace
Zombies door smash far more reliably
Headshot gibs will properly trigger the particle for all zombies
LEVEL DESIGN
FIXED: Areas where free move players could sneak into that did not allow zombies to get to them
Starting Apartment/Complex redone. Take care as zombies may break into the complex.
Firing Range added. The entrance is at the basement of the Apt Complex.
ART/ANIMATIONS
Lighter now has correct hand grips
If zombies are shot in the leg, they fall down and crawl towards player now
All current zombies in game have had their physics assets redone completely
Zombies have proper animation and physics hit reactions to melee
Zombies have new physical hit reactions to firearms
AUDIO
Outbreak mission - First Garage and Apartment areas redone from scratch
Dustbowl (Multiplayer) - parts of the map were redone
Footsteps are now more pronounced/working as intended
Shooting Range pass complete
FROM PLAYER FEEDBACK
Firing Range logic (first pass), go in and have some fun! It will be continuously improved upon as time goes on. (Go to basement)ːsteamhappyː
Soda Machine added and functional in Outbreak mission starting garage ːsteamhappyː
Flashlight battery life increased from 180 seconds to 240. ːsteammockingː
We need more feature requests/ideas on how to improve the game!!! Submit them via Steam Forums: Feature Requests or Discord: #feature-requests
OUTSTANDING MAJOR ISSUES
Outbreak's finale is poopːsteamsadː, going to finish that up and add some things to make it more clear and fix whatever scripting is messed up.
Save/Load system is still a WIP ːsteamsadː and not ready for production or beta
Interim Saving does not allow saving of held itemsːsteamsadː (so don't hold onto anything between levels or you’re going to lose it)
ːsteamhappyː Please report any bugs on the Steam subforum: Bugs, on Discord or jump on Twitch and tell me!
Also please consider editing your reviews to reflect the current state of the game. Thank you all very much for your continued support! Stay tuned for the next update! ːsteamhappyː
Full patch notes will be up when it's released to the main branch. But here are a few items from the various departments. Don't know how to get to beta? Follow this: https://gyazo.com/110f52ae4c60f7d4250d3418d5630ffd
USER EXPERIENCE
Added some localization in the following languages: English, German, Spanish, Portuguese, French, Russian, Japanese, Chinese, to tooltips in various areas. This is a work in progress, they will be corrected and expanded upon as time goes on, including subtitles. New languages will appear in the future
GAMEPLAY
FIXED: Items (typically keycards) falling through the ground
FIXED: Alarm watch not going off when you load into the apartment (yeah it’s supposed to be a bit annoying on purpose, remember your watch menu!)
FIXED: Toggle grip issues with weapons and all cabinets in the Outbreak mission
AI
Zombies no longer appear headless
LEVEL DESIGN
Firing Range added. The entrance is at the basement of the Apt Complex.
ART
If zombies are shot in the leg, they fall down and crawl towards player now
AUDIO
Footsteps are now more pronounced/working as intended
FROM PLAYER FEEDBACK
Firing Range logic (first pass), go in and have some fun! It will be continuously improved upon as time goes on. (Go to basement)
ːsteamhappyː Please report any bugs (ON BETA) on the Steam subforum: Open Beta, on Discord (#open-beta) or jump on Twitch (https://www.twitch.tv/victorburgosgames) and tell me!
I'll be going over our current issues that we are having in development, as well as possible solutions. Also I will answer ANY and ALL questions and concerns you all may have about the game or anything else really. Even my favorite food if you so desire to know it (which happens to be Gyudon btw)ːsteamhappyː
Alright, last week didn't go as planned at allːsteamsadː. We were trying to get out Update 2, and then we ran into some bugs, we fixed those bugs then pushed it out...well, those bug fixes actually introduced more bugs that the testers didn't catchːsteamfacepalmː.
We also had very few participating testers during that day. Which is where "Open Betas" are going to now come into play. We'll still have our core playtesters (looking for more BTWːsteamhappyː), and they'll help us out with verifying/reproducing bug reports, but to be honest....you are all super good at finding bugs and stuff that breaks the game!ːsteammockingː
So here's an opportunity to help make the game better (yeah, that's also what Early Access is supposed to be all about!) That and you'll get to play the latest and greatestːsteamhappyː.
Basically, if we don't get any bug reports within a certain period of time (mainly super annoying or game-breaking ones), then we'll push it out to the Public after making sure it's gravy one more time by the dev themselves.
When it's released to the public, we'll release the patch notes as well.
Open Beta Update 2 Summary
While full patch notes will go out on release...here are some things to look forward to in Open Beta:
Firing Range (basement of the apartment complex you load into when you start the game) Localization of most of the tooltips (more coming later) Weapons now will flash slides and fire selectors briefly on grip (unless in immersion mode)
A whole bunch of annoying bugs were fixed.
Oh, I also added a working vending machine to the first garage in Outbreak, because it took all of 30 minutes and someone asked for one when I asked what you all wanted when we hit 70% in Discord, and well, yeah, we aren't there anymore, but still, a promise is a promise.
Which reminds me, I'd love to get a list of feature-requests for when we hit milestones (Like review %, sales, etc). Think of them like strech goals.