Hello. Since there IS a pandemic going on I figured I'd update this game. Sooooo if anyone still plays this or happens to grab it while its permanently on sale here's the latest:
Fixed issue where player seems to start in the floor and cant resolve
Fixed issue where adjusting the player height seems to launch player into walls at times
Fixed issue where Find MP game doesn't do anything
- I guess this has been broken for a long time.
- Makes me think no one ever got to play with their friends. :(
- I wish someone reported that...but leaving scathing reviews seems to be more important lols ːsteammockingː
Haven't been able to test the MP since I have no friends though
Fixed some general collision issues
Another update....
Just in time for Halloween.
Look for version ZombVR 1.1.2-stm in any menu to ensure you're on the latest.
First Launch may take a bit of time
<*> Added a few more Zombies in the spawn rotation. Tried to add some of the old original EA ones but I didn't have the original skeletons so I couldn't work them in unfortunately.
<*> Added Zombie sounds, Audible stumble footsteps, a few growls and a screech... should help you figure out where they're coming from now that they aren't super ninjas
<*> Heavily optimized all maps... the Manor Sniper Defense mode is now playable without a headache as are the other maps.
<*> Fixed some spawning issues, some blocking issues and other buggy bits
Happy headshots.
-DKG
Just when you thought it was dead....
.....it sorta wiggles a little bit. A new update of ZombVR is live now. Make sure it shows version ZombVR 1.1.1-stm in the top right of any menu in the game.
There won't be an official overhaul for this game anytime soon. But there are other VR projects in the works and they are worlds better in terms of optimization and pretty much every other way. As time goes on, things get better right? Keep in mind... I'm just one man!
However, there was a request earlier this week to change the blood to something easier on the brain. I thought that was fair request so I've added the option to turn the blood into sparks or to disable it completely.
While I was in there I thought I'd take a look at the graphics settings again and see if there was some options that could be manipulated to make the game a little nicer. So there's overall Low - Med - High now. These will auto adjust the detailed parameters. Once set you can adjust manually the detailed ones to suit your rig. Before they weren't updating properly and some were setting things to ultra high when it shouldn't and wasn't needed etc.
Also updated the engine code
(prepare for a larger update).
Not to the absolute latest. As you may or may not know, this game was made before there was an abundance of VR support in the engine. There is nowadays, but upgrading 5ish versions in one go would probably warrant rewriting the game. The only benefit in upping to a newer version from current is that there is a new shader option that significantly improves VR performance. It also downgrades the model quality, in some cases a lot. I've tweaked as much as I could to maintain a balance. But the game runs much much much much smoother now!
Some other minor stuff was done...
ZombVR_1_1_1
List of updates from ZombVR_1_1_1:
Added option to change blood to sparks or to disable blood altogether (soundfx unchanged)
Fixed issue where firing rapidly would cause some shots to hit previous shots making it look like you shot an invisible wall in the enemy
Modified Video and Quality settings for better variation and options. Should help run the game smoother for those that may have been having issues with that
Some minor code updates for optimization
Slowed down the 'chaser zombies' in the earlier rounds
General balancing of enemies
Upgraded engine
NOTE: Physical assets are unchanged all visual updates are settings and back-end focused.
NOTE 2: I was only able to test on Oculus as my Vive is having technical difficulties at the moment. Any Vivers out there that have a go, please post in the forum under the update thread any issues you notice - Thanks!
NOTE 3: There is and has always been a secret key combo to unlock all the modifiers :P The key is
ALT L
from the main menu. So if anyone reads this far down... check'em out. The LOW G mode is kinda fun in the subway, lol.
Enjoy
-DKG
Issue with Steam matchmaking.
Found an issue with Steam matchmaking that broke being able to find public matches since the last update. (last few days). Sorry folks. There will be an update out shortly today to resolve this.
If anyone has tried to find a match or created a match and tried to get friends to join, they wouldn't have been able to find the matches listed.
EDIT: Latest update resolves this issue.
Coming out of Early Access this week!
It's been awhile but finally ZombVR is coming out of early access. I'll be putting the game out officially later this week. The latest build is available now. Here are the list of changes since the last release.
General Updates:
Entire back-end has been rebuilt from scratch. Code is cleaner and game functions smoother
Full Oculus and Vive support (MP included)
All maps have been rebuilt from scratch (except the water cooler) with a smoother, cleaner feel
Tutorial is brand new and more interactive
Overall balancing of enemies, damage, health etc.
Menus redone
Game types descriptions in menu
Player Stats Menu
Feet indicators. Where you line up when you're free moving and when you're climbing
Arm animations are now tied to the mesh so the character movements will match your hands when other players see you in MP
Notifications on screen for player for things like "hand is full", "crouching","Not enough $$ to buy item", If menu is open (but you’re looking in a different direction wondering why you can’t fire or something)
Item drops! Killing zombies not only gives you $$ but now also randomly drop items. To use a drop, pick it up and bring it to your chest or just shoot it.
Drops are:
Ammo
Health
Grenades
Mines
Armor
“Kill shot” – Temporary one shot kills
“Nuke” – Use to kill all enemies in the map at once
Auto rifle added. Play with it in the shooting range or the tutorial and its available in the main Survivor and Onslaught mode. Hold shoot for auto fire
Grenades can now be held items. You can access them (if you have some) in your inventory by opening the “held items” menu and selecting them. Bring your other hand to the indicator on the grenade to arm it, then throw!
Mines can now be held items. You can access them (if you have some) in your inventory by opening the “held items” menu and selecting them. “Stick” a mine to any surface with the beam pointing in the direction you want. Release it to arm it. Watch out though, you can set off your own mines!
Health packs… can get them off the walls or as enemy drops
Flashlight – when equipped it attaches to the top of your hand adding a light to whatever you point at. You can still hold a weapon or item in the hand with this equipped.
Kitchen knife – No longer a held weapon. When equipped it attaches to the top of your hand as a backup, close range weapon in addition to whatever is in your hand! You can still hold a weapon or item in the hand with this equipped. You can have a flashlight AND a knife attached to the top of your hand at once
Laser sights – Laser sights for the left and right hand are item buys in game. You can usually buy one at the start of a session with starting cash in addition to a gun in lieu of extra ammo. If you buy a second laser sight for the same hand it will double the length of the laser (two is max). You can also change the color of the laser or turn it off by waving your other hand’s palm in front of it
Options:
Hands position and rotation adjustment fine tuning
Show HUD in headset view or show on back of hand
Show/size mini-map on hand to locate items, enemies and players
Auto use power ups: If on, when you buy power ups off the wall they will automatically get applied to you. Like health or ammo. If this option is off, it will spawn as a drop (if you wanted to buy for a friend instead)
Volume controls for sfx and music
Bullet trails and tracer style and colors for left and right hand can be configured independently
Show health bars – shows health bars above heads so you can see how much health a player or enemy has left
Other options added in the menu
Actions:
Knock enemies back - Shoot their feet, hit them x amount of times in a row or use a heavy gun and the Zombies will stumble back stumbling any other Zombies they hit
Jump – Press the up button on the RIGHT controller pad to jump (vive). Right stick up (oculus)
Climbing – not widely used but implemented in Survivor mode. Climbing is intuitive and feels life-like now, practice in the tutorial (can jump while climbing)
Quick turn – Double tap the down button on the RIGHT controller pad to quick turn 180. Thumbstick down (oculus). This is also allows users without 360 tracking to play the game fully
Sprint – has a cool-down time
Reload changed – To reload you only have to tap the reload button to release the clip. You no longer have to hold it. Once the clip is out, push it back in with other hand. Much smoother and quicker than before
Holstering/Dropping weapons – Changed button. Hold the top single button on the RIGHT controller (or A on Oculus) and wave the item over a holster (square cubes on elbows and above head) or tap shoot to drop/throw the item. Always the RIGHT button for dropping and holstering on both hands
Purchasing – Changed button. Now simply “grab” the item you want to purchase and it will spawn in front of you
“Held items” menu. This is where your grenades and mines are stored. When you want to access them, press the outer (left on left controller-right on right controller) touchpad button once to open the menu on either hand. When you find the item you want, simply grab it and it will be in your hand, assuming your hand isn’t full already. (Thumbstick in for Oculus)
Modifiers: Hitting certain stats will unlock modifiers.
Infinite ammo
Start with laser sights
Low gravity mode
Exploding Zombies when killed
“One shot” mode. No drops and one shot kills all round
Disable all drops
Things to note:
Multiplayer has been updated but not widely tested. Report any issues.
Oculus users, if you aren't in centre position when the game starts it could throw the orientation off so you will sometimes want to use the "reset VR position" option in the menu as the engine doesn't do this by default.
Thanks all who purchased in EA for your support!
Versus MP ?
Hey Zombie fans.
Haven't seen a whole lot of feedback on the recent update. This can be considered a good thing generally!
While the amount of people that have ZombVR is pretty good it's by no means "massive". In terms of future effort of this game, I'm considering dropping the Versus MP portion and instead tightening up and polishing all the current aspects of the game in their present state to prepare leaving EA.
The Hallway map is still coming regardless but this would allow us to come out of EA sooner.
Versus MP would require a very large amount of people having the game to ensure there are always people playing, but they must also be interested in MP Versus mode. Otherwise Versus just won't be relevant and I don't think the ZombVR base is quite there at this time. Perhaps after we are out of EA and more people find the game.
Please share your thoughts on this if you have any. If you don't care either way and don't add comments, then that's feedback enough too!
Thanks to all have supported this effort so far.
Major Update!! First release of Coop MP is out and new game mode!
Good news! ZombVR_b2_2_2_1 is out!
The first release of Coop MP is out now!
It's available for both Survivor and Sniper defense modes. The sniper in Sniper def will be decided at random when the map is launched, the other players are on the ground.
Max players in Sniper Def - 3
Max players in Survivor - 4
Oculus touch players: There are some replication issues with Oculus and the engine right now. We're still working out some custom methods to make this work across platforms. Oculus users can still play MP right now but you may not be able to see the other players hands and arm movements in real time yet. The experience will be better if you host the game but shouldn't be required if you dont care about seeing the hands and arms at the moment.
Vive players are also affected by this at the moment due to some very recent updates. In order to not delay this release any longer, I've removed the hands and arms on other players until the next update. It only affects the visual of OTHER players at the moment. You will still see your own hands and arms as per normal.
The coop mode works similar to that of COD Zombies. If a player dies, they stay down til the next round. If all players die before the next round, everyone meets back at the lobby. It may take some time for people to realize its available if they don't check the updates here. If you see no matches available, you could try posting in the discussions to set a time to meet up with others.
This is the first release of Coop in ZombVR. If you encounter any bugs, please post them in the forum so I can fix them asap! I haven't been able to test this mode very well. Being just a one person team here at DK it's been very tough to test this mode out, so your help in reporting issues is appreciated!
General bug fixes, updated some Zombie anims, zombies now stumble back when shot x amount of times
Zombie heights are now fixed. Before some shorter zombs would appear to be "floating", while some taller had their feet in the ground. This is fixed in SP and somewhat fixed in MP
Optimized some back end code for replication
Overall lighting is updated and brighter
Text is a bit easier on the eyes in general
Fixed bug where amount of damage dealt was being reset when player was hit by an enemy causing low damage to be done TO enemies until re-equipping weapon.
Added some "kick back" on the guns when firing. Also causes shooting to be less accurate with continuous shots.
Major Bug!! Fixed issues with boss overlaps causing headset to fade out. Also damage to and from boss wasn't properly happening. This is fixed now and works well. Potentially game breaking as boss couldn't be killed without hitting specific spot(bug) and boss possibly couldn't kill player
Version 1 of scores and stats tracking can be found in this release. It is still a work in progress since it's not finished yet but its in and its working somewhat. We wanted it finished for this update but since some MP bugs caused huge delays, we decided to get this out now. The scores should be solid by the next update. For now they are tracked locally only. We'll look into online leaderboards when they are solid. Many things being tracked, shots, accuracy, kills, kills w/weapon and many more.
To see your stats: Go to options and click on STATS in the top left corner
Options Now Save! So your preferences will be loaded when you start the game each time.
Brand New Game Mode: Zombie Shooting Gallery, with selectable music! Test your accuracy and skills in the shooting gallery under mini-games.
Check out a video playthrough of this mode here: https://www.youtube.com/watch?v=tKdq9qYdBMU
Raining heads got some slight updates. This is being actively updated to be more polished.
Some Zombie animations were modified.
Don't forget to check out the laser sights that are now available in-game!
Coop MP is almost done. All the network portions are finished. Just a bit of testing to be certain. Working on the interface for creating and joining games. Once that's ready MP Coop will be available in the general release.
New Feature: Laser Sights (ZombVR_b2_2_1_4)
This was requested early on and now it's available.
You can now buy a laser sight for your guns. You'll see it in the Survivor mode near the beretta. You can buy one for the left and right hand. It works for all guns when you buy it once. There's also an extension upgrade for it.
Wave your palm in front of the beam to change the beam's color!
Also Note: The beam will go off when you're out of ammo to remind you to reload!
More updates coming soon.
-DKG
Some News and a new update released!
Greetings and happy new year to all Zombie fans!
It's been awhile since the last post here. Apologies for this. We've been hard at work on the game though nonetheless.
There are a bunch of updates that will be listed below however there is a large one thats been applied that should be mentioned here.
Engine Update The multiplayer for VR has been quite a challenge, hence the lack of updates in the last couple of weeks. With the dedicated testing help of Manticora here from the forums, we've finally overcome the biggest hurdle. Which is replicating hands and overall movement across the network for other users. It's not perfect.... but it works! You can wave at your friend in VR space real-time... coool!! and kinda creepy.
Anyway, despite the engine having a lot of great aspects, it still is surprisingly weak at supporting VR natively for any somewhat large projects. We decided that we'd try upgrading to the latest version of the engine as we were quite a bit behind. While there are a few new things now supported natively in VR, like Oculus touch, we've found that there was still quite a bit lacking.
Nonetheless we decided to upgrade the engine now to get all the latest engine fixes that aren't VR specific and future proof the game. Especially since the game will be online. This allows future updates to be applied easily going forward. We've spent a lot of time "fixing" things the later version of the engine didn't like. We also had to reapply all the custom code to make the VR specific features we want to use work correctly. There are some lighting and rendering features specific to VR we'd like to optimize at some point. For now some of the levels might look a bit different due to the light rendering of the new engine version.
The update has been completed! The next update you download will be large! Close to a gig to replace the old engine version of the game.
Multi-Player COOP MP is not quite ready yet but its SUPER close! Movement was the biggest hurdle and thats now resolved. We've been actively testing online for the last few weeks and a bit. Look for updates on that this month. Versus will follow VERY shortly after COOP. So far this is working well with Vive, but not as well with Oculus. Working out the kinks of that. But the MP Coop is now working! Once the interface is done for match making, that update will be out and you can play online together.
Versus will follow shortly after coop is working with a few new maps. After Versus and Coop are officially released, some polish and some touchups on things like the tutorial will be applied. The game can then safely leave EA!
Thanks to all for the support so far and the understanding. We're a small team. Just one really(with help here and there from the community)... and it's been an awesome challenge keeping this game going. It was a large undertaking but it was worth it. It's tough making a game of this caliber while trying to maintain the social aspects like updates here, future planning while holding a standard day job as well. Most of you have been awesome with the feedback and the understanding and I appreciate that immensely. There have been fewer posts here but work has been done daily on the game. Testing VR is extremely tough with one rig! (and frustrating)
Thanks again!
Here are the changes in this update:
ZombVR_b2_2_1_1
Old zombies updated--- Textures are now better than the placeholder zombies that weren't so pleasant on the eyes
Player meshes --- Players now have meshes(avatars) in order to prepare for MP.You can not see your own mesh but its there. Hopefully eventually we can add some personal customization to these. Other MP players can see your whole body though and its animated, walking, running and crouching. Yes... headshots are implemented and so is dying animations!
Code optimizations for performance (too many to list here)
Arms! - You now have arms. This is also more for multiplayer so that people can see your animated body, head and legs but also can see your arms in addition to where you move your hands in real time. You CAN see your own arms in the game. MP and SP mode. If you don't like this you can hide them in the menu options.
Reloading and Auto reload bugs - There were some bugs with reloading and auto reloading that tripped up the animations on the guns at time or caused reloads to stop working. This as been resolved
More blood... - There is now more blood when you shoot the undead. Also more effects around headshots to make them that much more satisfying... and they are!
Difficulty settings updated!! - Difficulty settings now change the dynamics of the SP gameplay significantly. The harder two difficulties bring on tougher and faster enemies per round (in Lone Survivor). Also time between rounds and between enemy spawns decreases making you have to work and react faster. The first two difficulties are the same in terms of enemy mods, but the time between spawns and rounds differ.
New "HUD" placement - The health and armor indicator on the left wrist is now on the back of your left hand. The Zombie count and round indicator is now on the back of your right hand. It's much easier and clearer to read. The ammo indicators now only show up when a gun is equipped and it's on the back of the gun for easy viewin'
Ongoing General game balancing - Purchase prices, enemy tweaks etc..
Other notable items:
New ZombVR beta branch - You can enable beta in the game and get the MPBeta build we have been testing with. To try the MP you can go follow the "secret spot" instructions in the previous update for now. This build is updated daily, sometimes more than once per day. We also have a habit of breaking things or getting hilarious results testing things (like mile long arms). So feel free to opt in and follow along with us as we test. We'll post some updates more focused on the MP testing so if you happen to be online and want to jump into a game with us to test.. look for that. There will be a more formal announcement for testing MP when the match making interface is done. For now its join first avail match when clicked.
"The Hallway" Onslaught map is still coming... (you can see a preview of it (here) which will introduce a flashlight which is always fun. It's been put on hold in favor of MP but we're making our way back to it soon!
If you haven't already, be sure to try the sniper defense modes! They're super fun. Stop the Zombies from breaching your stronghold (the white skull). There are two maps for this mode...the CrayZMart and the Manor. Both of which will be available in Coop mode.
As a reminder, there were some nice updates from last time
New Option - Auto reload
New Option - Swap reload and flip blade buttons
New Option - Melee weapons stay in hand without having to hold the trigger
New Option - Run in bursts
See updates to this patch [url=http://steamcommunity.com/app/523940/discussions/0/143388511227838627/?tscn=1485394014[]here