Zompocalypse v0.018 · In development

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.

Seamless travel went in last build. This one deals with everything it broke.

Rewriting player init

A large part of the initialisation for bp_player was rewritten, and several checks added to bp_playercontroller to confirm references are still valid after a level change. This is the unglamorous foundation work that stops health, missions and HUD state from quietly desyncing every time the squad moves between levels.

Related: seamless level travel was not syncing health, and missions were getting out of sync for client players. Both fixed here.

Group spawning

BP_SpawnZombieGroup was added, so encounters can be placed as groups rather than one zombie at a time. BP_RandomVehicle was added alongside it to create random stationary vehicles with random inventories, and vehicles were reorganised into their respective maps.

Added

  • Big intro map updates
  • Large explosion sound for the plane bombing run (bp_explosion)
  • BP_SpawnZombieGroup for spawning groups of zombies
  • BP_RandomVehicle for random stationary vehicles with random inventories

Fixed

  • Bullet hole decals not spawning after the WeaponFiring refactor for screen aiming override
  • Missions getting out of sync for client players
  • Seamless level travel not syncing health
  • Animations not playing correctly for zombies on clients
  • Distant zombie anim blueprint not initialising correctly

Changed

  • Removed motion blur from the third person camera
  • bp_missionactivator updated to cancel or complete missions
  • Changed the explosion type for landmines
  • Changed the explosion type for C4
  • Police, ambulance and fire trucks no longer cause camera zoom when standing close by
  • Structured vehicles into their respective maps
  • Updated redirectors

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