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1: Map 2's parking lot event, we have rifles in the arsenal, but no auto-shotty?
2: I've only found 1 Bile Jar in the campaign playthrough. seriously?
3: For the blizzard storm, can we add the indication just like Hard Rain? e.g. "The storm is coming!" "Stay together." something like that.
Map 1 and 4 have some bile jar spawns, but were kept limited due to how overpowered biles are. Map 1 should also always spawn at least 1 bile, with low odds for more to spawn, and map 4 has a low chance of spawning bile in general.
Other than that, the CEDA infected have difficulty-based odds for bile drops on all maps they appear on. On Easy the odds are 0.1%, on Normal they're 0.01%, and on Advanced and Expert it's disabled entirely.
The survivors should call out that the storm is starting shortly before it hits. Make sure you don't have any talker scripts installed, as those will prevent the survivors from using the campaign's custom talker scripts.
There is also a subtle shaking that starts about 5 seconds before the storm hits, along with a distinct windgust sound, to give both a visual and audible cue that the storm is starting.
However, all the Cold Front files are essentially open source, so anyone who'd like to make use of the snowy/cold infected for their own map can do so. They only have to give credit.
1. As a Minnesotan, I loved the snow shovel, but adding some extra cold weather melees would be a nice touch. Ice axes, hockey sticks, maybe even a ski.
2. Having an optional subtitle add-on is incredible, but since it's a hassle to install and it overwrites some official dialogue, would an in-game subtitle solution be something you'd consider? I know text chat, screen overlays and in-world textures would all get the job done.
3. Not exactly a feature but I noticed some props would stick up out of the fog and clash against the skybox. Maybe a darker fog color or a taller horizon texture would help with that.
Congrats on this release, by the way! It's a crowning achievement.
More melees would be fairly easy to implement, just gotta get the assets and scripts for it, but I'll add the suggestions to the list.
There actually was another melee weapon that got cut: A modified snowblower (Think of a leafblower, but for snow), which would've acted like a slightly longer-range chainsaw, blowing away infected with full gibs. This unfortunately had to be cut due to time constraints, but could be re-added in the future.
That would be possible. For my survival map Isolation Island, Shadowysn made a script that prints voiceline transcripts to the chat, based on when the lines play, but the downsides to this method is that it shows up for everyone, and also only supports one specific, pre-determined language, so I opted for the accessibility patch instead.
Overall it's just unfortunate that the game does not properly support custom subtitles or captions, not to mention how confusing it is to actually compile the necessary files in the first place. It took me multiple days and lots of help from Salad to figure out how to get the compiler to work.
Can you share some specific examples? Most stuff should be hidden by the horizon fade, and every model also has manually finetuned fade distances to match, so even tall ones like lampposts should fade out properly. The only exception to this is extremely large models that can't fade out well.
He does. If you wait in the starting saferoom, after the radio transmission ends and the survivors have their conversation, Mike will comment that he's staying behind, telling them to have the army come pick him up, but wishes them luck.
Good idea, I'll forward the suggestion to SirWololo.
Some things may not work as intended, as they rely on specific model checks, but there shouldn't be any softlocks. This will also only work for singleplayer.