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B15-UE4 Opt-In Survival Guide

Hello Survivors!
The UE4 build is available to test and play. Are you prepared? Watch this video to ensure you are!

Known Issues & Other Tips: (RECOMMENDED READING IF YOU ARE OPTING IN!)
- There is a bit of ‘debug’ print text on the screen. If you see weird text going by, just ignore it. We’ll remove it soon.
- Inventory currently works by clicking and dragging items. B and I open and close the backpack inventory.
- Pick up items with middle click or C.
- Turn on the flashlight by pressing V. Flashlight has a recharging battery.
- Interact with doors by holding middle click or C, and dragging your mouse in the desired direction.
- Infrequent but known issue with doors not opening immediately when you drag your mouse.
- Graphics options are limited and/or not working. We’ll be getting to those soon.
- Player’s camera height is a bit odd in some cases. (i.e. first person hands look too high.)
- There are various known issues with the inventory, including disappearing items and items overlapping one another in your survivor’s hands.
- Some ammo boxes might be really big. It is most likely due to an error when importing. Easy fix, we just have to get to it.
- Ladders are simple, but work. W is up, S is down, and space bar detaches you from the ladder. Be careful!
- Crouching currently does not crouch visually, but your character does get smaller and can pass through smaller areas. Left CTRL to crouch.
- Free Look works but has some issues with clipping. Left ALT to free look.
- AltTabbing make cause Free Look to become stuck. Just press Left ALT again to fix.
- Some items are soup cans or don’t look quite right, either in the world or when equipped. We have a list, but definitely report these as well. (On second thought; report everything that seems off. We’ll sort through it!)
- Multiplayer is kind of a black hole right now. It should work, but there might be issues with it.
- There is only 1 spawn point in the opt in area, so your initial spawn-in might be crowded if there are multiple survivors.
- Servers are kind of a loose concept right now. We’ll add more server options later, and there is no inherent limit to players on a server. (Again; black hole.) Multiplayer is very important to us and we’ll be working on ensuring it’s all properly hooked up soon enough. We recommend solo mode, but we won’t stop you from trying some multiplayer.
- Zombies sometimes stop tracking you or don’t follow you when they should. We have lots of tweaking to do on the AI.
- Guns are generally finnicky. Just press R to reload for now.
- Known issue hitting zombies at long range with guns.
- You are opting in to an early version of the UE4 build that is not very polished.
- Bugs are great and all, but we’d also would like to hear what people enjoy. If we’re doing something right, feel free to let us know. It helps us confirm our decisions and direction.
- Player names do not show up.
- Player names are probably your Steam ID. If you see other instances of this not being the case let us know.

How to Let Us Know
Post general feedback here: http://www.sandswept.net/forums/viewforum.php?f=24
Post bugs here: http://www.sandswept.net/forums/viewforum.php?f=25

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The Weekly Dead 49

Hello Survivors! I’ve been stuck on the intro for too long now so let’s jump right in!

Flashlight/Torch and Other Tweaks

Over the past week Geoff has been working hard on lots of stuff, most of it being little tweaks, menus, splash screens, various little things like that. However he has worked on flashlights. Right now the flashlight will be somewhat like it was in the previous builds, with it being mounted to your head and having a recharging battery. When you leave the flashlight on, the battery drains, and it slowly recharges when you leave it off. The flashlights also have sound and feelings based notifications as opposed to a graph or bar.

For non-Americans, I’ll reword the entire last paragraph into non-American English.

Over the past week Geoff has been working hard on lots of stuff, most of it being little tweaks, menus, splash screens, various little things like that. However he has worked on Torches. Right now the torch will be somewhat like it was in the previous builds, with it being mounted to your head and having a recharging battery. When you leave the torch on, the battery drains, and it slowly recharges when you leave it off. The torches also have sound and feelings based notifications as opposed to a graph or bar.

Pretty sure I did translated that correctly.

Geoff also just implemented ladders and climbing up and down them.

Grass, Buildings, and Trees

Chaoss has been doing a lot of work on buildings textures, trees, and grass. Specifically layer masking and billboard lighting for trees, and a forest grass texture for all distances.

Let’s take a look!

Chaoss also has a side job paving roads.

Grant and the Aim Offsets

Over the past week Grant has been working on root motion animations, and various skin stuff. The major thing he’s worked on is first person aiming offsets which look like the pictures below.

Richard and the Quest for Frames per Second

Richard has been hard at work trying to increase the FPS, searching far and wide for things that would reduce the FPS. So far he’s been able to get 70FPS in town surrounded by 100 zombies.

Which by the way, reminds me of one of our performance tests.

Some performance tests. Zombie pants!!

A video posted by Geoff Keene (@geoffkeene) on

These were not the zombies surrounding Richard that day.

Livestreams

Now we arrive at the weekly reminder that Geoff, Richard, and Chaoss do livestreams every now and then on twitch.
The Sandswept Team Page

Be sure to follow us on twitter @TheDeadLinger for more development news!

Linger on, Survivors!

Click here to comment!

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The Weekly Dead 48

Hello survivors. I am pretty excited this week. Not for what’s been done, but rather for what it means for the immediate future. There is a feeling in the air, a certain static. I like remaining impossibly cryptic so that’s all I’ll say about that.

Gooey

This week Geoff has been spearheading a bunch of tiny little details like logos on menus and sounds in place, small things that will have to be shown off in a coming devlog. We do have something to show today, and that is the work he has done on the GUI and stats screen, or as we call it, the “Stats Organs”

Of course that’s unfinished, but the image shows you where we are going with it.

This is a thing. @thedeadlinger #TheDeadLinger

A video posted by Geoff Keene (@geoffkeene) on

The stats organs in action.

Here's another thing. Major HUD and Survivor stats progress this week. @thedeadlinger #TheDeadLinger

A photo posted by Geoff Keene (@geoffkeene) on

This image shows the stats that will be visible on the GUI. We call it the “Feelings Box”. There will be an option in the future to turn it off if you don’t want it visible on your HUD.

Like I said at the beginning of this section, most of the work Geoff did this week is very minor stuff, unable to be shown in still images, and just describing it won’t mean anything because of it’s nature.

Buildings

Chaoss has still been hard at work on buildings, specifically textures and modeling the interiors. We’re getting closer.

Look at that texture work! That’s what a 4k monitor will get you.

This is the modeled interior of another type of building. Hmm, I think I’ll leave you guys to guess at what kind of building it is.

Animations

This week Grant has been hard at the animations of course. No pictures, possibly another thing that will need to be shown off in a devlog? Regardless, what he’s done is re-targeted the old animations to the new rigs he created, as well as set up the blueprints for the animations. He’s also set up the aim offsets for the survivor, which means there are animations for aiming with the sites and looking around.

Doors

Richard has been working on door code for the week, and some AI of course. Among his accomplishments are how doors are bashed, both by survivors and the zombies, and how the wreckage is dealt with. The work on the AI has been improving the zombie AI. That all includes sight, smell, sound, losing track of the player under reasonable (and balanced) conditions.

Livestreams

Now we arrive at the weekly reminder that Geoff, Richard, and Chaoss do livestreams every now and then on twitch.
The Sandswept Team Page

Be sure to follow us @TheDeadLinger for more development news!

Linger on, Survivors!

Click here to comment!

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The Weekly Dead 47

Hello Survivors and welcome to another edition of The Weekly Dead! But first, a PSA!

Kickstarter

A question Howell posed in the introduction to the Kickstarter edition of The Weekly Dead caused a stir, with rumors circulating that we were going to stop posting updates to Kickstarter.
This is not true. We will not stop posting updates to Kickstarter.

Doors

Over the past week, Richard, after tying up work on the zombie AI, has been working on doors and the door system. So far, doors can be open, closed, barged through, bashed by both the player and zombies.

As Geoff says in this instagram post

New doors feel so good. #TheDeadLinger @thedeadlinger

A video posted by Geoff Keene (@geoffkeene) on

The doors look smooth as well.

The doors have been networked as well so they work in multiplayer games, and zombie nav mesh has been adjusted to allow for… well, this old familiar feeling.

That old, familiar feeling. #TheDeadLinger @thedeadlinger

A photo posted by Geoff Keene (@geoffkeene) on

In fact, Geoff summed up this whole section for me in one tweet.

Props

This week Grant and Geoff have been tag teaming meshes. Geoff has been importing a massive amount of meshes, 595 at last count. These include props, items, this, pretty much everything the art team has made since the Kickstarter campaign. Not all of these will be in the first UE4 build, and some of them may never make it to a final build, but this will expedite new item and prop creation in the future.

On the other hand, Grant has been helping him with that(Read: Doing all the work) while also giving them the proper orientation and setting physics markers on weapons so that Richard’s code can latch on during the swing animations and tell what has been hit and where.

To sum up this section…

Buildings

Despite being trapped in Mount Doom, Chaoss was able to get some work done. He was working on the interiors of buildings, even having created a video of himself flying through one of the buildings to show it off. You won’t see that video because the quality of the video itself is low(It was in his modeling program as well, so grey boxes and black backgrounds everywhere), but you’ll see a video of essentially the same thing done better.

In the mean time, you’ll need to just chew on this image.

Screamer Animations

Back in the fires of Mount Doom, Jess has been getting her bearings, fiddling around with the Screamer model and seeing how the rig moves. She’s started an idle animation but isn’t happy with what she has done so far on it.

Livestreams

Now we arrive at the weekly reminder that Geoff, Richard, and Chaoss do livestreams every now and then on twitch.
The Sandswept Team Page

Be sure to follow us @TheDeadLinger for more development news!

Linger on, Survivors!

Click here to comment!

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The Weekly Dead 46

Hello Survivors! Geoff is gone today so I have no oversight on what is posted here. I can post anything I want!

The responsibility is crushing me. Let’s dive right in!

Zombie Brains

Richard as always has been hard at work picking at the brains of the zombies. The zombies are now able to react to the things they hear, see, touch, and even smell. That’s right, if you get too close to a zombie, it’ll sniff you out.

As well as that, the zombies can also play dead (Well, really dead, not just undead) so that corpse on the ground might just take a bit of your ankle if you are not careful. The corpse might also just be dinner for another zombie, as they can eat corpses.

And finally, Richard changed the aggro values for zombies based on what you’re doing, and made zombies turn more naturally, or as he calls it “smooth turn on mode transition”

Player Model

Grant has changed the default player model to our new one. What does this mean for you? Not much actually. The new model has new weighting and rigging which makes it look better over all. It also fixed issues with the fingers and some other things that looked wonky.

Towns

Chaoss has been hard at work making towns, and the buildings for towns. You’ve seen what he’s been doing in previous Weekly Deads, but what I’m about to show you should get you excited.
He has placed the roads down, and will texture them soon.

If you are anything like me, your hype is building. I know that I am personally excited to walk down those streets.

If you’ve noticed in previous Weekly Dead posts, the buildings were missing backs, and insides. Part of how Chaoss was building the town. The above image shows a complete building, with collision inside, rooms in the back, bathroom, everything you could want out of a building. Things are happening guys. Really happening.

Monsters

And here is a picture of a true monster tormenting some helpless zombies.

Horrifying stuff, so bad that we may have to remove that dread creature from the game.

Livestreams

The section containing this sentence is the weekly reminder that both Geoff Keene and Richard do livestreams every now and then on twitch.
We’ve created a team twitch page that includes Chaoss’s profile, no longer banned by twitch for the heinous crime of being British but not using Virgin as his ISP.

The Sandswept Team Page

Be sure to follow us @TheDeadLinger for more development news!

Linger on, Survivors!

Click here to comment!

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