Zompocalypse v0.018 · In development

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.

The big one here is seamless server travel with inventory — the squad can move between levels without the session dropping and without anyone losing what they were carrying. A fair amount of this build is the supporting work and the small fixes that came out of testing it.

The AI senses fix

One line, disproportionate impact: setting bAutoRegisterAllPawnsAsSources=false gave, as the changelog puts it, “(ALOT) better AI senses with alot of zombies”.

When every pawn registers itself as a perception source, the cost scales badly with crowd size — which is a problem in a game whose entire premise is crowd size. Hearing and damage senses on zombies were fixed in the same pass.

Added

  • Seamless server travel with inventory
  • net.AllowPIESeamlessTravel=1 in editor and project
  • Mouse smoothing option in the menu
  • Join and leave player messages
  • Explosion effect remote detonations, such as aircraft
  • Take all explosives button in the inventory
  • Screen aiming override when a zombie is too close (75 cm)

Fixed

  • NPC left-hand IK in the main menu map
  • Spawned zombies’ anim blueprint not working for client players
  • bAutoRegisterAllPawnsAsSources=false for much better AI senses with many zombies
  • Hearing and damage senses on zombies
  • Bind-to-event for container inventories, syncing take all / take only ammo
  • C4 explosive widget not showing for clients
  • C4 beeping not audible for clients
  • Camera boom for streetlights, crate and bp_player
  • Tower Burger mission triggering when not active
  • isInvincible not working correctly for NPCs and players
  • Small fixes to inventory take all items / take all ammo refresh
  • Various small fixes on seamless travel

Changed

  • Map updates
  • Seamless travel HUD updates
  • Reduced the size of the hand grenade explosion effect

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