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It seems that the Infected will "pop In" when a player approaches an area where they spawn. For example....When a player sees a single infected wandering around a building (from a short distance away) and that player then runs around the building to get a better angle on maybe attacking that infected, a bunch of additional infected will then suddenly appear, so what was once just one or two of them will become 6-10 of them. I have noticed this happening on several occasions around Chreno and the towns along the coast so far....I will try this same thing up in the military areas as well, but this is hopefully something that can be adjusted. I don't know if this is something that can't be helped, and is an effect of keeping the numbers of infected down until there are players nearby, but having them "pop in" when the player is nearby is a bit frustrating.
Also, so far, Melee against the Soldier Infected seems a bit too tough, as they are not wearing armour. I have consistently needed 5 direct head shots from a machete or baseball bat to kill them. (not sure if this is a good balance for your Mod, but I just feel it should be a little more in line with the Industrial Infected, thats all).
The overall balance as far as dispersion and awareness is very good, BTW...Great work so far!
I play on a low ping (usually in the 30s or 40s, and my PC is fairly well suited for this game, so I don;t think it is client-related) I was playing on a server with no one else at the time and it is a Test-Environment so I also don't think it is a result of server load either.
When I kill a few infected and then I run into a house to protect myself from other infected, I find that once I kill the remaining infected (within about a minute) and I go back to loot the bodies they have already de-spawned... I never went more than 20 meters away from the dead bodies. This feels like too short a distance and too short of a time for them to disappear, (however if this is your personal preference then I understand, I just think that the dead infected should be left on the server for longer, especially if they are going to be carrying more valuable loot now)
For the spawn distance, the default value is 100m. If you feel it is too short you can adjust it individually (for static spawns points and dynamic configurations) in StaticSpawnDatas.c and DynamicSpawnDatas.c or you can globally tweak the spawn distances with the value "15" of the .json file.
If they spawn very close to the player, I made an update yesterday with a fix on static spawn witch didn't detect players proximity properly. Maybe it was that, tell me if the problem persist.
I made soldier strong, because military places are supposed to be harder.
Your right about the problem of perf when lot of zeds aggro a player. It seems to be a synchronisation problem (not server CPU or client related) I'm working on it to make de zeds deaggro faster. Today with my mod if you have 10 zeds surrounding you in a house, it take 10 to 15min to the zeds to deaggro and this is too much.
it is supposed to be distance and time for zombie dead body despawn
Have you noticed this bug again since yesterday's update?
If yes can you tell me exactly where (town, the building type)
The type of zeds is useful too
For the dead body, one thing can explain this it is the "15" in .json : Despawn Distance variation when player is idle. If no set to 0 and if the player don't move at all the despawn distance slowly decrease. If you were immobile too long it can explain body despawn. This feature is intended to save server resource by deleting zombies if the player is afk.
Yup....What HE said. ;-)