Boidster
New member
Thank you! That POI is house_old_mansard_01 and when I played the POI in a normal game, I got the same behavior as the start of the video. So I loaded it into the POI editor I notice that the spawn volume's floor is right at the top of the ladder you climb when coming up:Here this will show zombies magically appearing very well. Watch Kickz intro to his video where the zombies aren't there then pop the show up.
https://www.youtube.com/watch?v=GWBvePVkvhg
at 16:21 he goes on a bit of a discussion about zombies spawning in.

Normally, when following the One True Path through a POI, the sleeper volumes and sleeper zombie positions are such that you never notice them spawning. This particular volume needs to be one block lower down, so it triggers as you are coming up the ladder before your head is high enough to see the roof. I think this is a particular problem for sleeper volumes that you climb up into, since it's your feet, not your head, which trigger the volume. This explains why even when I was just barely into the Shotgun Messiah smelter room (in god mode) the zombies were in place and ready to drop.
I think I'm more in agreement now with @ZehMatt about POI volumes specifically (not so much about horde or buried quest spawns - those behave about as I would expect, given the context). I'm okay with the jump-scares - they weren't my favorite addition to the game, but I get why they were added and what sort of gameplay TFP are going for. But assuming that the main reason for having sleeper volumes at all is for performance (i.e. you don't want to spawn in all Higashi Tower sleepers at once!), then somehow the volumes need an expanded border area where the zombies can spawn in before the player will see them (and without dropping through ceilings, if that is the jump-scare-du-jour). They use tricks like hiding them behind walls or stacks of boxes, but that isn't really effective when climbing a ladder like above, or if you choose (as I often do) to deviate from the One True Path.
I don't think this is a hardware/driver issue at all. You can see the volume borders in the editor and see exactly how they behave in a real playthrough.
I'm going to go edit that house_mansard_01 to see if I can fix the ladder issue. Just for academic purposes.
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