
Hello Survivors!
It almost felt like an eternity since our last Weekly Dead. Almost like sitting in a queue for a certain game…*ahem* So, let’s jump right into this week and catch you up to speed on things!
Hotfix 15c
Hotfix 15c is underway to correct some remaining issues and will include a massive Dedicated Server update to get dedicated server software that actually works properly the way you need it to run reliable servers. It also gives us a great opportunity to clean up our netcode a bit and streamline that whole system. We’re switching over to Steam’s networking which will greatly improve how players host and join servers, and more reliably tunnel through the various tubes of the internet to join each other’s games. And here it is so far!

Okay, it’s not that exciting to look at, but there it is. The Dead Linger’s dedicated server running completely independently (without the game installed.) Pretty awesome, right?
Build 16
Artists are already well into finalizing 16 and 17 content, so Build 16 is simply awaiting the end of Build 15′s various hotfixes to begin full code development. Bear in mind that Build 15 is laying down some of the core foundation needed for faster build cycles, so these hotfixes are a necessity. Currently and with the latest updates we have been overhauling a ton of major systems that include loot spawns, zombie performance, zone templates, and a whole lot more.
Roadmap Recap
Our Development Roadmap has undergone a HUGE, and I mean ENORMOUS overhaul. (We’ve basically given you all of TDL’s current and future plans all in one place!) You guys wanted transparency, so there it is! There’s also tacos. Not transparent tacos, but tacos nevertheless. There’s some great discussions going on at the forums regarding various aspects of the roadmap already. Take a peek yourself to see the new roadmap and accompanying Design of the Dead video. Have at it!
THEDEADLINGER.COM/ROADMAP
Art Stuff
In an effort to push ahead the concept of survivor’s having stable and self-sustained bases in the game, Parker has been tossing around some concepts for The Dead Linger’s farming system. We’re planning out how it will look and how you’ll plant seeds into the fertile earth.

Jeff seriously surprised us last meeting with the progress on the HM Typical. It’s just about done in every way, and almost ready to toss into the game, after a bunch of accompanying code work, that is. This ordinarily extraordinary vehicle is planned for Build 20 at this time. Check this baby out:


Chaoss has been working on two very cool things. First off, the new terrain is coming along great, which will provide a massive increase in performance, use proper LOD methods that the current one doesn’t use, and it will allow us to paint the terrain in a much more realistic fashion – a feature we’ll be adding to Watertower so that you can paint your own dirt paths and such.

The new terrain also features 1 meter resolution, which is way higher resolution than the previous (current) terrain supports. This means we can do way more detailed things with it, and no more crazy jagged angles on the terrain. Here’s a picture where Chaoss wrote his name in the terrain to show you exactly how detailed it can be.

Chaoss is also working on the new suburban homes. We’re re-creating the Middle Class Suburban Home with 1, 2, and 3-story to better match the current art, quality, and performance. The new houses are also built with modular layouts in mind. This house you see in the picture below can result in about 10,000 different permutations, and that’s not even including color. Oh, and house colors will be returning! You can expect these new houses around Build 16.


Chaoss also spent some time getting the textures ready for all of the houses to use. With this system, we can recolor the walls and wood trim paneling different colors however we please. This means no house is the same as the other, both in appearance and layout.

Some painted drywall with fancy lights on it.

Bug of the Week
Now I get to hand the keyboard over to Kate, our bug sniper!
Welcome to the debut of the Dead Bug of the Week! We’ve decided to start up a weekly issue of the most hilarious (and sometimes ridiculous) bug to add a bit of humor into the development process!
Our first bug comes from Aether245 and FallnMastr; two survivors who discovered that running into each other would launch one or both into the air. They have lovingly named it the Rocket Man Glitch, and they provided a couple hilarious clips.
Aether245′s Clip
FallnMastr’s Clip
Discover a chuckle-worthy bug? Catch it on video or screenshot and submit them to the usual Support and Bug Reports forum and yours may be featured in next week’s blog post!
PAX South


We’re doing that thing where we go outside again! This time you’ll be able to find Geoff, Kate, and myself at PAX South this coming January! You better come find us and say hello, we may just have some neat pins for you.

That’s everything this week.
Linger on, Survivors!
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