

- HOW TO SET RIFLE SCOPE ZOOM STEAM LEFT FOR DEAD 2 UPDATE
- HOW TO SET RIFLE SCOPE ZOOM STEAM LEFT FOR DEAD 2 CODE
- HOW TO SET RIFLE SCOPE ZOOM STEAM LEFT FOR DEAD 2 PC
That's easily one of the most important systems in the game, and also takes into account the next update after this one, which will contain the most-wanted free-form barricading. Richard's been heads-down on the level loading and storing code, both so the game keeps track of details like door states, furniture, and loot being moved, saved, and spawned. This is how adventurous coop play and tight, fun PvP play can take place. We want every player in the game to be seeing (mostly) the same thing as the other players. Framerate and consistency are the name of the game. We have been doing some really good crowd optimization, and have up to about 100 zombies actively doing something without having too much effect on your framerate. If players split up, it requires even more computation on the server side to run all the AI they might encounter in the world. There's a lot of small stuff, from inventory to the way zombies are handled around the world as you move about. Some other stuff we're doing involves tying up everything that needs to be tied up in multiplayer.

Hopefully everyone will experience that sort of load time so you can jump right in and go. We've seen a couple examples of 2 to 5 minute load times shortening down to about 15 to 30 seconds. Better framerates, much faster load times.
HOW TO SET RIFLE SCOPE ZOOM STEAM LEFT FOR DEAD 2 PC
So, what we've gone and done is move a lot of content (interior stuff, mostly) onto little sub-levels for really fast loading, and better general management of how your PC loads, stores, and processes all the content in the world. As we continued to build and improve the Pepper Valley region, we found the loading times were getting increasingly longer, when they really didn't have to be.

One of the major improvements we're working on right now is focusing on load times and getting you into the world and playing as rapidly as possible. There isn't a whole lot to show visually, but I can talk about it a bit. Right now Richard and myself are are deep in the muddy multiplayer trenches.
HOW TO SET RIFLE SCOPE ZOOM STEAM LEFT FOR DEAD 2 CODE
Once again, code and under-the-hood tech is where the meat of the week has been sizzling.Ī lot of the work that went on this week was once again on multiplayer and how we store data in the world, and there really isn't much to say about it. The least visual friendly work is often the most important. Since UE4 doesn't natively respect the order you load levels, sometimes you'll load in the entire build worth of furniture and it will all fall to the ground, because, well, the building didn't load in first.įun stuff! In addition to that, the guys have also been on bug fixing duty, trying to get everything cleaned up for the most reliable build of The Dead Linger ever released. The less fancy way of saying that is we're doing some custom engine-level stuff to ensure our sub-levels (the levels holding loot and furniture inside a given block of buildings) always load after the building itself. He's been digging around in the code of Unreal Engine 4 so that it could be made to work with our level load order. You didn't hear it from me, but he may, or may not have also been working on a devlog. This WeekSo this week Geoff got his internet back, tweaked with the damage of a few weapons, fixed a few bugs, and things of that nature. If you want to see some of the zombie death and animation improvements, here's a video of that from awhile back.Īs always, be sure to follow us on twitter for more development news! It's also worth it to check out Geoff's forum post on the Unreal Engine build going live which I have also hijacked as the forum post for The Weekly Dead this week. If you haven't been following the opt-in updates, it's worth it to read the various change logs starting with the Opt-In Survival Guide and then the change log for update 2. Sometimes steam needs a little jarring to make sure it works correctly. As always, if it doesn't download, verify the integrity of your cache, and restart steam. So even if you chose not to opt-in, you will have the same build that the opt-in survivors have. Today, we've released it to the live build. You can read the change log in the blog post we posted that day. 3 days ago update 3 on the Unreal Engine version of The Dead Linger was released.
