Dev log
Build notes
What went into each build, what came back out again, and the occasional honest write-up of something that did not work. Written by the people doing it.
Earlier entries
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Build v0.017 — spectator mode, shotguns and Unreal Engine 5.8
Spectator mode goes in, shotguns become functional, every weapon range and damage figure gets reworked, and the whole project moves up to Unreal Engine 5.8.
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Build v0.016 — multiplayer polish and map detail
Client-side fixes for player names and missions, a pass on sound priorities that finally killed the looping police siren, and a lot more detail scattered through the maps.
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Build v0.015c — intro map overhaul and player init rewrite
Big updates to the intro map, a large rewrite of player initialisation to survive level travel, and zombie group spawning so encounters can be placed as groups rather than individually.
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Build v0.015b — seamless server travel
Move between levels without dropping the session or your inventory, plus a single AI setting change that made a very large difference to how zombies sense you when there are a lot of them.
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Build v0.014 — inventory, grenades and mission handling
Smoke and incendiary grenades get impact options and proper sound, the inventory gets a round of drag-and-drop fixes, and a cluster of mission state bugs finally gets cleared out.
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