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Riley

OFFICIAL 1.07 Feedback & Discussion Thread (Steam Prerelease)

334 posts in this topic

I've tried the glock :D, good sound, and fires in bursts xD

I don't know what you're talking about but it doesn't fire in bursts, unless I don't know about something.

Edited by Kommandos0

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I never added any $sequence Burst_Fire "burst_fire.smd" ACT_VM_FIRE_BURST 1 fps 30.000 node "burstfire", so I dunno.

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The Glock uses the Beretta 92 fire sounds, occasionally they play twice

Next patch will replace it with its own sounds

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Sounds great Riley! Thanks for keeping us posted with the updates.

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The Glock uses the Beretta 92 fire sounds, occasionally they play twice

Next patch will replace it with its own sounds

Yea I was wondering about that.

Good to see that the team's super secret sound recording studio high in the mountains is being used... or someone's garage/kitchen.

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I don't know what you're talking about but it doesn't fire in bursts, unless I don't know about something.

then it may be lag, because it seems that fires in bursts, in Argentina's bad internet connection, I have always over 200 ping :(

Edited by MustangARG

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Surprise 1.5 gig update changelog's here

Maps:

- nmo_toxteth updated

  • Tweaked sewer lighting
  • Did another detail pass on the streets, added more props and such
  • Made the metal gate door near spawn open one way
  • Added new weapons into the level (glocks/etc.)

- nmo_broadway updated

  • Fixed a massive issue that was causing the map to load extremely slow with countless errors
  • Added phys clip to truck "barricade" by diner to prevent players from tossing objective items into unreachable areas

- nms_isolated updated

  • Replaced some of the current art with updated models/textures.
  • Clipped off/fixed some god spots.
  • Improved optimisation.

  • Restored foliage.

  • New map textures.

  • Reduced number of zones to 3.

  • Relocated FEMA bags to work with survival gameplay.

  • Added PSE Deer Hunter spawn possibilities.

  • Increased the zombie increment from 11 to 13.

  • Supply drops now come at wave 4 and 8.

- nms_ransack updated

  • replaced 90% of dynamic entities with statics
  • Faces reduced
  • revised weapon layout
  • replaced skybox city with more convincing version
  • zombies now increment at 15
  • added second supply drop location

- nms_notld updated

  • Fix 2 window navs (Severe Bug as zombies weren't going in)
  • Made map darker (Brightness went from RGB 48 to RGB 39)
  • increased electric trap duration from 47 seconds to 120 seconds
  • made all prop_physics as debris with Prevent Pickup except stuff that wouldn't make sense like crates or gascans
  • Deleted 4 chairs in house near high traffic areas.

- nms_silence updated

  • Replaced some textures with "wet" variants so the map doesn't seem too dry considering it's raining.
  • Re-worked the finale's detonator: Now it unlocks on last wave and you activate the "trigger_progress_use" and wait for the bomb to go off (beep -sounds indicating that shit's gonna happen).
  • Clipped huge amount of gravestones and such to avoid players/navmesh to reach places they shouldn't.
  • Removed some old playerclips I forgot there from when things were different.
  • Added few "low-walls" around the chapel to split some paths for zombies. This way the zombies aren't coming in one line to the side-door as a bunch of easy targets.
  • Added some particle-effects (water-drips) to further enhance the feel of raining.
  • Added a sound (the wave-end bells) as a signal when the truck starts coming and players should get to blowing up the wall.
  • Added output to trigger evac-music when the time comes for it.
  • Added some slight small detail here and there.
  • Re-worked navmesh because of the path-changes I made around the chapel.
  • Increased func_precipitation's density for heavier rain.

Code:

  • Added all 68 achievements into the game, easiest one to get is to join the official Steam Group
  • Fixed fire effects randomly going out and crashing
  • Fixed some Oculus Rift specific issues
  • Rigged up particles to TNT & Molotov
  • Updated soundscape files
  • Updated Linux & Mac builds
  • Added new voice sets
  • Disabled changeteam/spectate console commands

Sound:

  • Converted all sound files to .wav for Linux compatibility (this is why the patch is big)
  • Added new voice sets

Art:

  • Updated Glock 17
  • Added Coast Guard Cutter ship model by Maxx

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Unfortunately it looks like we might have an issue server side; ssba will look into it early tommorow

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So with the addition of all the achievements if we unlock achievements before the release will they be reset once it has been officially released?

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So with the addition of all the achievements if we unlock achievements before the release will they be reset once it has been officially released?

I read that achievements earned will be reset after release from some part of the forum. I'm not sure if that's up to date information though.

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Also (sorry to bury you in questions) when are you going to update the character selection pictures to match their current ingame textures?

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Also (sorry to bury you in questions) when are you going to update the character selection pictures to match their current ingame textures?

Either before Halloween or shortly after halloween

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Also (sorry to bury you in questions) when are you going to update the character selection pictures to match their current ingame textures?

I'm working on those right now.

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Hey guys, we updated the game again on Steam; here's what got changed:

  • Fixed achievements not registering on Dedicated Servers
  • Fixed a bug that caused dedi servers to crash when checking if you're in the Steam Official Group
  • Music Manager now works under FMOD instead of MILES
  • Fixed Speed Run Achievements for Chinatown/Broadway/Cabin

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Moved most of our content into .vpk archives just now

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Moved most of our content into .vpk archives just now

Quick question, is it a total increase of 1/2 a gig or just download size of 1/2 gig? I presume the latter, since the difference should be calculated thanks to the (new?) diff system valve put into downloads.

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