PC V3.0 Dead Hot Summer Dev Diary

For me this update makes the game nearly perfect. The Matinee preset makes for an excellent IRL zombie apocalypse experience.

I think a couple additional options could make it absolutely perfect.

Zombie intelligence.

- The lowest setting would be zombies that only path straight towards the player. If there's a hole (missing block(s)) in their path they will walk right into it. If there's a block in front of them that is a meter tall they'll fall over it instead of walking around it. This might require additional animations...or maybe a zombie tries to move directly toward the player - the obstacle is low enough to collide with the body - the zombie enters ragdoll / stumble state - momentum carries it onto / over the obstacle - the zombie recovers and resumes pursuit.

- The highest setting would be where their intelligence is now.

You could have settings like "all dumb all the time", a mixture, (or my favorite) progressive intelligence over time / tied to gamestage...so as the player progresses the zombies get smarter.

The zombie intelligence during bloodmoons could stay as is. What could be cool about this is it could create more contrast between bloodmoons and regular days.

Attack behavior.

- I also think it would be more fitting and more fun to see zombies prioritizing windows and doors when trying to break their way into a building that the player is in. If there is an abundance of zombies trying to break in then some of them can start attacking walls and such.

- Biting. It would be fantastic to have the option to make zombies try to bite the player instead of using melee attacks. Now that we can increase the number of on-screen zombies, this could make things very dangerous for the player. It should have a 100% chance of infection.

Adding these things could make this the absolute ultimate zombie apocalypse game...at least for me.
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Also I have a question

Are the new sighs man made or Ai? Idkw they look... off or strange.
The new signs are the same thing as the old Call Of Duty emblem maker. Do you remember that? Most people just made a variety of ■■■■■ emblems or Batman insignias. But sometimes people made some really good stuff with it.
 
is it not possible to get the zombies to do no block damage? even on the none for block damage setting they still hit for 1, which is not much but im trying to build a mass horde old school zombie type world and even at 1 damage a ton of zombies that followed you home(inevitable with the amount being put into the world) will still take out a basic structure or wood house in a night.
 
A few underlying rules seem to have changed between 2.6 and 3.0, namely that there doesn't seem to be a bare minimum 'mercy rule' on loot spawns anymore.
Like, I played exclusively PINF 25% loot in 2.6 and saw that most containers would always generate at least 1 item, even if it was just a piece of wood or paper or whatever, and, POI loot chests would have at least a few items even if it was just like 2 bandages and a chili, and so forth.
In 3.0 most containers have literally nothing including loot chests and I was wondering if there was a way to fix that? Because the game is sort of unplayably difficult now for total lack of supplies but I also don't want to increase ALL the loot EVERYWHERE 'cause that makes the game too easy in turn.

Also agreeing that mod quality needs a sanity check; some of them like Ergonomic Grip should be like 5/10/12/14/16/20% instead of 10-60% because the numbers simply don't work otherwise
 
A few underlying rules seem to have changed between 2.6 and 3.0, namely that there doesn't seem to be a bare minimum 'mercy rule' on loot spawns anymore.
Like, I played exclusively PINF 25% loot in 2.6 and saw that most containers would always generate at least 1 item, even if it was just a piece of wood or paper or whatever, and, POI loot chests would have at least a few items even if it was just like 2 bandages and a chili, and so forth.
In 3.0 most containers have literally nothing including loot chests and I was wondering if there was a way to fix that? Because the game is sort of unplayably difficult now for total lack of supplies but I also don't want to increase ALL the loot EVERYWHERE 'cause that makes the game too easy in turn.

Also agreeing that mod quality needs a sanity check; some of them like Ergonomic Grip should be like 5/10/12/14/16/20% instead of 10-60% because the numbers simply don't work otherwise
Earlier in the thread, faatal (developer) said that that was a bug, having zero loot, and that would get addressed soon.
 
In the migration from 2.6 to 3.0 was there a reduction in entity sensitivity
and increase in spawn distance? I ask because I have the very high spawn and
adjusted the respawn. To more closely match what I am use to.

The things I saw. Turned off the new player quest. Moved zombie to the max spawn
count, Changed this to this below.

respawndelay_=_Default,___Very_Slow,___Slow_,____Normal,____Fast,_____Very_Fast

respawndelay_=_2.9,_______5.075,_______3.915,___2.9,_______1.885,_____1.015"

respawndelay_=_0.00417,_______5.075,_______3.915,___2.9,_______1.885,_____1.015"
Because the fastest respawn that is in 3.0 is 1 day an 21 minutes. Playing 2hr days

The zombies first spawn was an hour gametime after I spawned. I saw when they spawned in.
They kept spawning far away, to the point that they did not notice me unless I ran to them.
I tested it for 2 days gametime. There is a big difference between 3.0 and 2.6, was there
a variable that was changed, that I can change back. On 2.6 With the same setting, They
spawn in close enough that I have to run, dodge, fight, stealth, decoy, leave, and or die
because I am constantly surrounded and attracting something. This isn't doing that.

What parameter can I change to get them to spawn closer to me?
 
I don't see this ever happening. Zombie pathing relies on their ability to crouch. Could the animation transition and speed be improved? Sure, but turning it off will completely break the "trickling" sleeper spawn mechanic they introduced in a recent update.
Could they not make it so zombies can crouch only when in 'sleeper' mode? That would preserve their ability to crouch in the various new places they've been placed in while crouching, but prevent them from crouching while actively pursuing the player.

That's honestly my #1 most-desired toggle, I think (to be able to have zombies revert to old crouching behavior). If that couldn't happen, I wish they could be reverted back to their old behavior of attacking the second block from the ground first, so they'd need to break two blocks to enter an area instead of just one.
 
Also I have a question

Are the new sighs man made or Ai? Idkw they look... off or strange.
All the new signs in POIs are made by the designer of each POI using the tools within the sign tech. editor.
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Question for anyone, not just Laz: Are the new signs craftable?
Currently, they can only be created in the level editor. We hope to expand its use to normal play in a future version.
 
All the new signs in POIs are made by the designer of each POI using the tools within the sign tech. editor.
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Currently, they can only be created in the level editor. We hope to expand its use to normal play in a future version.
Okay thank you I must be going crazy too much with ai worms
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For me this update makes the game nearly perfect. The Matinee preset makes for an excellent IRL zombie apocalypse experience.

I think a couple additional options could make it absolutely perfect.

Zombie intelligence.

- The lowest setting would be zombies that only path straight towards the player. If there's a hole (missing block(s)) in their path they will walk right into it. If there's a block in front of them that is a meter tall they'll fall over it instead of walking around it. This might require additional animations...or maybe a zombie tries to move directly toward the player - the obstacle is low enough to collide with the body - the zombie enters ragdoll / stumble state - momentum carries it onto / over the obstacle - the zombie recovers and resumes pursuit.

- The highest setting would be where their intelligence is now.

You could have settings like "all dumb all the time", a mixture, (or my favorite) progressive intelligence over time / tied to gamestage...so as the player progresses the zombies get smarter.

The zombie intelligence during bloodmoons could stay as is. What could be cool about this is it could create more contrast between bloodmoons and regular days.

Attack behavior.

- I also think it would be more fitting and more fun to see zombies prioritizing windows and doors when trying to break their way into a building that the player is in. If there is an abundance of zombies trying to break in then some of them can start attacking walls and such.

- Biting. It would be fantastic to have the option to make zombies try to bite the player instead of using melee attacks. Now that we can increase the number of on-screen zombies, this could make things very dangerous for the player. It should have a 100% chance of infection.

Adding these things could make this the absolute ultimate zombie apocalypse game...at least for me.
Post automatically merged:


The new signs are the same thing as the old Call Of Duty emblem maker. Do you remember that? Most people just made a variety of ■■■■■ emblems or Batman insignias. But sometimes people made some really good stuff with it.
Good to know
 
As far as I’m concerned, a zombies should crawl or walk on all fours, not crouch.
Unless you link this to intelligence – the smarter ones (more lively, less stiff) should be able to jump and crouch, whilst the less intelligent ones should have simpler animations and behaviours, tailored to the game’s atmosphere.
 
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