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The Weekly Dead 9

Hello Survivors!

It’s about that time again! I’ve been battling a bit of distraction *cough* Destiny Beta *cough*, but I managed to rip myself away from it for just a bit to bring you this week’s happenings! This Weekly Dead will be a bit of a short one, but here’s what we’re up to:

5000 Survivors!
Just yesterday we managed to reach 5000 followers on Twitter! Thank you everyone for following and supporting the development of The Dead Linger! Team Sandswept loves you all!

Seriously, we really do. *tear*

Ninja Hotfix 14b
Anyway, last night we published a rather small Hotfix to address a few issues such as survivor spawning in desolate locations. Be sure to verify your cache or restart your Steam client if you haven’t received it automatically!

Voices…
So this week, the team put their voice talents to use and recorded some military dialogue. We’re having a lot of fun doing these and have quite a bit of dialogue to go through. I picked some of the ‘cooler’ sounding samples to give you guys an idea of things to come.

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

A bit eerie, aren’t they?

Concepts, Renders, and Things
Dane’s gear is coming a long nicely.

Jeff’s “Siren” has found itself a variant. – Be sure to click to see the full images!

A lot of you are wondering, “what heck are these Sirens and what is their purpose?” Soon all shall be revealed! For now, try digging into the lore of The Dead Linger. You may find some interesting things about them.

That’s all for this week!

Linger on, Survivors!

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Hotfixes 14a/b/c – New World Refresh

Hey Survivors!

Hotfix 14a is here! Say hello to the brand new World Refresh and tons of quality-of-life fixes in this new patch for The Dead Linger! If your game does not update automatically, we recommend verifying your game cache or restarting your Steam client.

*NEW* Patch Notes for Hotfix 14c
We’ve pushed out a small Hotfix that fixes an issue with zombies disappearing.

  • Fixed a bug where zombies and other NPCs would often vanish during a world refresh.

*NEW* Patch Notes for Hotfix 14b
We’ve pushed out a small Hotfix that fixes a few issues and improves your experience.

  • Survivor spawning has changed. Survivors are now more inclined to spawn in towns, prisons, and farmland, instead of forests or fields.
  • Fixed an issue where “Unknown” boxes were spawning in various wilderness locations.
  • Potential fix for some instances where survivors would encounter low framerate with many players in a multiplayer game.

Patch Notes for Hotfix 14a – “New World Refresh”

World Refresh
The World Refresh has been completely changed in the following ways:

  • The loading bar is gone. The game no longer pauses during world refresh.
  • Fog rolls in during this change, and rolls out over about 15 to 30 seconds.
  • The survivor can continue walking, fighting, and so on during the world refresh.
  • A small spinner in the bottom right indicates the refresh is taking place.
  • Some stuttering may occur during the change, but we will be improving the cleanliness of this over time.
  • The look and feel of the new world refresh is not final, but we feel this is the correct direction.
  • You can learn more about the World Refresh in our latest Design of the Dead video! [Click here to watch it!]

More Fixes

  • In anticipation for the upcoming ‘main menu overhaul’ in Build 15, the loading screen has undergone a visual change for a cleaner, sleeker look.
  • Lowered the default graphics settings so lower end machines are not struggling right away when starting the game. Users with higher end PCs may want to adjust their settings again after this patch.
  • Added Antisotropic Filtering to the Graphics Options menu. On by default. This makes far surfaces much sharper and less blurry.
  • Fixed an issue where lumber supplies were not properly spawning in backyards and at construction sites.
  • Large tweaks to the way loot spawns in Cabins and Farmhouses. (Cabin loot in particular has been nerfed and re-organized.)
  • Added more general furniture to Cabins and Farmhouses.
  • Cabins now level a much smaller area around themselves when generated.
  • Rockland and grassland are now more common than they were previously.
  • Survivors can no longer fire a gun or aim down ironsights when climbing a ladder. (This functionality may return with 1-handed weapons in the future, but it was currently just a bug and not our planned implementation.)
  • Lots of fixes to multiplayer character movement. Survivor’s should appear to move around much smoother to one another.
  • Fixed an issue where clients in multiplayer games could not see trees or foliage.
  • Fixed an issue where the backpack would stay open when disconnecting from a game.
  • Fixed an issue where the weapon FOV was too high. Now default 60.
  • Fixed an issue where the survivor’s FOV would change when equipping a weapon for the first time.
  • Fixed an issue where weapon FOV would change when regular FOV was changed.
  • Fixed a bug where a survivor’s gun would fire or they would swing their weapon after clicking back in to the window when ALT+Tabbing.
  • Fixed a bug where buildings would sometimes disappear when reloading a world or returning to an area.
  • Fixed a rare bug where survivors might get stuck in the “You Are Dead” white screen.
  • Fixed a very large issue where suburban roads would sometimes spawn in sideways. Math typos are fun!
  • Fixed two menu typos on the Delete World screen. Programmers can’t grammars.
  • Fixed some positioning on the sign outside of the prison, so it is no longer sitting directly in front of the entrance.
  • Fixed an issue where controls would be locked for a short time after respawning from death.
  • Fixed a case where giant square holes would sometimes appear in terrain.
  • Fixed an issue where grass would float in the air after starting a new world after leaving another.
  • Fixed an issue where zombies were not spawning on anything but ‘clear grass,’ which was drastically reducing their population.
  • Fixed an issue where zombies were getting ‘confused’ on targets in multiplayer and not pursuing a target.
  • Fixed an issue where zombies were not animating while hitting a window or door.
  • Fixed an issue where far terrain would float after rejoining a world or starting a new world.
  • Fixed an issue where some animations were not showing in multiplayer.
  • Fixed an issue where some sound were not properly connected to the SFX slider in the Audio Settings menu.
  • Fixed an issue where certain [color] tags were not being ignored in names, specifically a user with [tags] joined a world.
  • Fixed an issue where deer were experiencing some strange stuttering in multiplayer.
  • Fixed an issue where survivor’s gear (in third person) would carry over from the previous world/inventory save.
  • Fixed one instance where roads would go up very steep cliffs.
  • Fixed an issue where some of the 2×4 objects would not properly ‘post’ into the ground with a sledgehammer.
  • Fixed an issue where zombies would disappear while climbing over a wall or crawling through a window.
  • Fixed an issue where the main menu music would continue to play in game after loading a second world save.
  • Fixed an issue where trees would float during/after a world refresh.
  • Fixed an issue in multiplayer where the host would be relocated a few hundred meters after a world refresh.
  • Fixed an issue where barricades would move up from their original position when rejoining a world or after a world refresh. [Thanks Akiruu87!]
  • Fixed an issue where fences in yards were sometimes oriented the wrong way, with the “back” beams on the fence facing outwards. Yards are now more secure from hooligans trying to climb your fences.
  • Fixed a typo in the description of the black Mastodon Revolver.
  • Fixed many cases where some road intersections would float or cross over themselves.
  • Fixed an issue where zombies would sometimes take double damage in a multiplayer game.
  • Fixed many cases where trees and bushes would appear in roads.
  • Fixed an issue where the game could potentially lock up on disconnect.
  • Fixed an issue where masks and face items from previous inventory would still obscure vision after joining a new world.
  • Fixed an issue where tall pine forests did not have the proper ground textures.

Please be sure to report issues encountered to the Support & Bugs forum to help us improve the experience.

We are now officially beginning code work on new features, new enemies, new animals, and tons of new zone and building content coming in Build 15! We’ll be bringing you screenshots (and maybe some awesome videos) all throughout Build 15′s development! Stay tuned to our twitter for more on that!

Linger on, Survivors!

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Design of the Dead: Refreshing The World

Hello Survivors!

Welcome to the next installment of our development video series – Design of the Dead! Stop by our classroom to learn about various aspects of The Dead Linger!

This week, we look at the world refresh present in The Dead Linger.

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Linger on, Survivors!

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The Weekly Dead 8

Hello Survivors!

Where’d the rest of the week go? It seems 4th of July weekend and FL Supercon here in the states ate the days right up. I got to cosplay as a zombie, so I can’t complain.

Design of the Dead
So we posted a video on Wednesday called Design of the Dead. If you haven’t watched that yet, I really think you should! It’s got some neat info on the inner workings of TDL and our procedural world.

Tiny correction on the video: TDL’s worlds are roughly 64,000×64,000km in size. 4,096,000,000 square kilometers to be near exact!

Hotfix Progress
This week Team Sandswept has been hacking away at a few pesky bugs. A couple of the ones we’ve squashed include disappearing houses. I had the chance of jumping into the dev build and checking them out myself. So far, so good. Looking over our *short* list of things to test, it shouldn’t be much longer till we get that hotfix deployed.

Concepts, Renders, and Things
Right, Build 15. We know you want the juicy details. Here’s what’s up this week:

Chaoss is working on the beginning stages of a warehouse.

Dane is starting up on some gear.
Zombie Animations and Behaviors
Zombies are getting some new animations! They include a new walk cycle, door smash and a seriously creepy grabby arms animation. Here’s a little teaser of our arms up zombie:

Guns and Other Stuff
Guns are getting some tweaks. Rifles will play a new sound, and bullet casings (with the correct bullet) will play after fire. A few other sound tweaks are being added as well.

Speaking of guns. I leave you with a little something Jeff is working on:
That’s all I can reveal this week!
Linger on, Survivors!

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Design of The Dead: Worlds Without End

Hello Survivors!

Welcome to the first of a new development video series – Design of the Dead! Stop by our classroom to learn about various aspects of The Dead Linger!

This week, we look at the procedural world generation in The Dead Linger! Enjoy!

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Linger on, Survivors!