Moving Hazard Demo Changelog

What's new in Moving Hazard Demo Early Access Patch B3538

Jul 6, 2016
  • General / gameplay:
  • New Jericho pistol available!
  • Skins for weapons now available!
  • Reduced overall max zombie count (last patch pushed it up a bit too high) and dropped their non-frenzied damage by 30%.
  • New special stage zombie effects to make them stand out from the crowd better.
  • Player bot difficulty now varies based on level, and fixed weapon recoil not affecting their aiming.
  • Servers now tick networking at 60FPS, up from Unreal's default of 30FPS.
  • Hit indicator noise added for when you shoot an enemy-frenzied zombie.
  • Parabellums cause 30% less damage to zombies and 10% less damage to players.
  • Dum Dums cause 10% more damage to zombies and to players with no armor left. Dum Dums do 30% less damage to armor.
  • JHPs increased ADS accuracy (reduce ADS spread) and reduce kickback by 10%, dropped damage by 10%
  • Optimizations:
  • Zombie animation updates migrated from Blueprint to code and parallelized! Substantial (600%) CPU use reduction, and allows zombie animation to scale across all of your processor cores.
  • Sizeable optimization made to player stats netcode which reduces a LOT of the start of match traffic and some mid-game activity too.
  • Minor CPU use optimizations to reduce zombie mesh and collision updates, and to reduce material updates on all characters.
  • Building more cached lists of actor types to reduce common iteration cases: like a list of alive players and alive zombies. Fixed small CPU hitches caused by the spawning system on host machines on lower end CPUs.
  • Backend user profile initialization glue between client and server optimized: server now preps backend data for your account before you even start loading the map!
  • Dropped foliage lightmap resolutions on some assets that had it a little bit too high, which reduces texture memory usage a little.
  • Bug fixes:
  • Integrated UE4 4.12.4.
  • Fixed enemies showing on radar when they aren’t firing and recon isn’t active.
  • Fixed radar distance limits for recon and full recon.
  • Fixed a potential NaN while calculating weapon spread. Would result in 0 spread when there is 0 spread desired, but still.
  • Gave spawn weighting a “forgiveness” threshold so that what is considered highly-rated is a little more forgiving, helping to ensure a level of randomness because there are more high-rated spawns to pick from.
  • Fixed zombies idling on top of their spawn for too long after spawning, blocking it from being used by other zombies.
  • Added map checks to prevent spawns from being placed inside of blocking geometry rendering them useless, and checks to prevent them from being placed too far above the ground. Fixed all blocked/floating spawns in all maps.
  • Fixed player bots not attempting to respawn if they were starved of spawns (no valid ones to spawn at), resulting in no player bots showing up or only showing up for one life on smaller maps.
  • Added more player spawns and fixed some unusable ones (inside of clipping geometry) to give the spawning systems more to work with, fixing spawn starvation.
  • Various fixes to prevent zombies from accumulating too much in isolated areas, though it’s still not perfect.
  • Implemented a minimum delay after landing from a jump (.4s) to prevent bunny-hopping.
  • Fixed a handful of zombie spawns in Derelict not having their spawn animation hooked up, resulting in an ugly zombie pop-in.
  • Fixed throwable weapons not updating their visibility and shadow visibility with the rest of the weapon code, resulting in floating shadows from the grenade/distractor you are about to throw etc.
  • Fixed being killed by a zombie showing an invalid death HUD.
  • Fixed a spot on Outpost you could drop down to and not die.
  • Disabled player yellow invulnerability fresnel effect until it’s prettified.
  • Fixed some bugs with CaH battle chatter.
  • Fixed a potential lag-induced and/or late-join crash relating to CaH HUD elements.
  • Fixed player material team color tints going away when they die.
  • Fixed frenzied zombies not showing the friendly effects when frenzied by you or a teammate while you are dead.
  • Fixed players not always respawning for the post-warm up cool down if enemy player(s) were near your starting spawns when warm up ended.
  • Fixed a rare engine crash with particle ribbon trail rendering.

New in Moving Hazard Demo Early Access Patch B3382 (Jun 17, 2016)

  • General:
  • Culvert has now been arted up! Check out how it looks and let us know what you think!
  • New map Outpost available! A smaller map with a view.
  • Spectators now start at designated viewpoints instead of reusing player spawns.
  • New death camera system. Focuses on the player that killed you, showing you their weapon and remaining health on the HUD while highlighting them
  • slightly red.
  • Minor HUD improvements: Show health as infinite when spawn invulnerability active; Respawn timer to let you know when you’re going to
  • respawn.
  • Characters:
  • Lots of work to improve the third person animation sets.
  • Improved character health regeneration curve, so that at lower health it does not regenerate crazy fast.
  • Player AI now selects the ideal weapon to use based on distance to target.
  • Zombie foot step sound events hooked up and also emitting AI “noise” to alert other zombies who may be hunting zombies. Zombie weapons now emit AI noise too.
  • Player AI now have working randomized profile avatars.
  • Weapons:
  • Tons of polish to score streaks. Sound improvements, usability fixes, couple of crash fixes. Some scorestreaks support warning the targeted area with VO before going off, giving time to evade Sniper etc. Optimized
  • character lookups inside of the marked regions.
  • Removed the stamina penalty and requirements from jumping and knifing. Low stamina only makes jumping slightly lower. Low stamina breathing sound hooked up.
  • Weapon sight attachments now have their own separate render pass, showing what is on the other side of the scope accurately. Also improved the scope shaders a lot.
  • Optimizations:
  • Reduced a lot of excess actor iteration by using or building our own cached lists of actors of commonly-iterated types, like players and capture points.
  • Perks replicate to users in a much more efficient way, only updating on loadout changes. Also moved a lot of their Blueprint script to code for a
  • performance gain.
  • Some small optimizations made to score event replication, like for kills,
  • deaths, etc.
  • Reduced character mesh visibility updates on zombies.
  • Bug fixes:
  • Disallowing dead zombies from frenzy-attempts when scanning for them in a radius of e.g. a PAM going off.
  • Using a new and improved interaction system for mantling/vaulting, ammo/armor pack interaction etc. from F13.
  • Fixed some issues
  • with player footstep sounds being triggered too much from certain
  • animations.
  • Zombies and player bots now using separate navigation meshes optimal for their settings. Should make their pathing more reliable.
  • Using the PathFollowing component for AI movement instead of the
  • CrowdFollowing component because it is acting much more reliable.
  • However this means we can’t use the avoidance features of
  • CrowdFollowing until fixed.
  • Tons of fixes, extensions and improvements made to the weapon attachments system for artists to exploit.
  • Spawning system disallows re-using a previously used spawn when it fails to find you a new spawn point. Combed over spawn selection and fixed a couple of smaller issues with spawn selection as well.
  • Fixed a kill log spacing issue with weaponized zombie kills.
  • Updating session information immediately upon creation to fix a “stale data” dead time when the server is switching maps.
  • Fixed zombie character sensing settings (sight range, FOV, hearing radius etc) not always updating to the more-aware frenzy settings when frenzied.
  • Fixed frenzied and fast aggressive zombies having a long and sort of out-of-place wander delay.
  • Fixed lobbies allowing showing more bots than are actually allowed when the match actually starts.
  • Fixed zombie frenzy effects restarting randomly sometimes, depending on stimuli.
  • Loads of random little fixes to first person spectating. Nearly feature complete!
  • Fixed some bugs with weapon pierceability, used by our hit-scan and explosive weaponry. Wrote a debug display to visualize what was going on to
  • spot the errors. Tweaked pierceability settings to be more
  • realistic.
  • No longer stopping the character movement component on death. Fixes characters floating briefly before resuming their fall when they die from
  • falling/jumping out of the map.
  • Fixed frenzied zombies not always pursuing another enemy target immediately after killing/losing their first one.

New in Moving Hazard Demo Early Access Patch B3161 (May 27, 2016)

  • AI:
  • Bots now sprint and focus on the player who shot them.
  • Bots now consider objectives based on capture time and distance to objective.
  • More special zombie stage variations added.
  • Optimized sensing and zombie character mesh visibility updates to reduce server CPU load.
  • Matchmaking:
  • Lobbies can now auto start with a longer countdown when one person is present, so they can play with bots until people join and take their spots. Timer will drop if someone joins.
  • Now putting players into a lobby after a minute even if solo, so they can play with bots.
  • Bug fixes:
  • Fixed "dropping smoke" voice over sometimes playing when PAM was deployed
  • Fixed zombies t-posing sometimes while frenzied.
  • Fixed weapons not firing if you press and held it before the equip transition finished.
  • Ammo made entirely server authoritative (no more client simulation) to fix ammo count consistency issues.
  • Fixed players being able to get more than a weapon's max ammo.
  • No longer removing all zombie bubos on death. Not necessary after recent optimizations and fixes.
  • Forcing zombies out of frenzy when match warm up ends.
  • Fixed some zombie spawners being set to tick unnecessarily, wasting some server CPU cycles.
  • Fixed all weapon attachments ticking when only the scope attachments needed it, wasting CPU cycles.
  • Fixed zombie character movement not always consuming their entire time slice, resulting in some random jittering.
  • Fixed payback being rewarded twice sometimes.
  • Fixed custom key bindings not working.
  • Fixed popup menus sometimes getting stuck.
  • Fixed offline bots not returning to the correct lobby.

New in Moving Hazard Demo Early Access Patch B3100 (May 19, 2016)

  • Bug fixes:
  • Fixed player bots crashing dedicated servers on Linux, the one major preventing them from working in matchmaking matches.
  • Fixed zombie spawn and death animations sometimes teleporting them back to 0,0,0 (the center of Warehouse, for example).
  • Fixed zombie bubos floating in the air (the brain looking objects), not always attaching correctly in multiplayer. The fix for this was also a sizable network optimizations for zombies with bubos too.
  • Trailer now only attracts up to 7 zombies within line of sight.
  • Fixed players getting pulled into matches after cancelling matchmaking if they had already reserved a slot in a session, and someone else joins to kick the session to a lobby. Matchmaking pop out does not close until leaving the session completes now too.
  • Fixed LRAD, Trailer, Distractor and KoH dome pathing sometimes getting "stuck" due to not handling enemy distance biases correctly in one code path.
  • Zombies now check if they should attack their target twice as often, fixing them standing still for an unusual or awkward amount of time after attacking you sometimes.

New in Moving Hazard Demo Early Access Patch B3079 (May 17, 2016)

  • Gameplay:
  • New Hard level difficulty option spawns more zombies and the more dangerous higher stage zombies.
  • Team auto balancing implemented. When one team has 2 or more players than the other, the newest person to the larger team is re-balanced.
  • Players joining the server now start at designated spectator start points, instead of picking a random player or zombie spawn.
  • New Offline Bots mode implemented, and LAN supports them too! These bots will automatically leave if a real player joins to take their place, and fill an empty slot when one leaves. They charge objectives, shoot, mantle/vault, knife, use items and throw grenades right now, with more iteration to come.
  • Dedicated server bots are coming soon.
  • Multi-kill tracking! For double, triple and quadra-kills.
  • Sniper score streak now hits up to 3 targets.
  • Audio:
  • Battle chatter now supports managing world positioned chatter for things like call outs (grenade!) from players.
  • Tons of new voice overs and call outs for all of the factions, including new item use call outs.
  • New character hit marker and death marker sounds.
  • Audio passes and iteration to all of the weapon sounds.
  • Rendering:
  • Updated Unreal4 from 4.10.4 to 4.11.2! Lots of performance, graphical and lighting improvements gained from this.
  • Fixed self-shadowing and group lighting not working correctly on the first person arms and gun. This improved the lighting quality on them substantially.
  • Lighting passes and improvements were done on all of the maps.
  • Vegetation texture, usage and performance improvements.
  • UI:
  • Complete front-end and in-game menu/interface overhaul! The new menus are a big improvement on the old, but there are some known small issues we are working on patching too.
  • Now displaying score events directly on the HUD.
  • Now using video loading screens instead of static images, now that we are using UE4 4.11 which supports it.
  • Weapons and items:
  • Numerous weapon balance tweaks.
  • Knife stab made less frequent in favor of the quicker swipe.
  • Knife stab now requires that you have stamina to use it.
  • Trailer implementation changed: Causes nearby zombies to follow in a fast-aggressive demeanor, but they can attack you too. Frenzies up to 5 zombies upon landing.
  • Ammo pack score-streak now refills all of the ammo for all of your weapons and items.
  • Smoke grenade no longer kills your frame rate when near the smoke: Now swapping out the particles for a screen effect to save fill rate.
  • Zombies:
  • Higher stage zombies are now better able to hear and see players than lower stage ones.
  • Dropped the zombie collision capsule height to better match the render mesh, and to allow them to fit through some tighter spaces.
  • Zombies can now lose track of their target if they lose sight of them for several seconds. They used to tail players for much longer or until another closer target came by.
  • Many optimizations passes to the behavior tree code.
  • Changed wander radii to be randomized ranges, making wander distances more natural.
  • Bug fixes:
  • Fixed ADS depth of field effect not clearing when ADS is held while match warm-up ends.
  • Fixed zombie melee attacks sometimes missing their target player when they are surrounded by a group of zombies.
  • Fixed zombies sometimes falling in the wrong direction when shot in the head at certain angles.
  • Fixed your rotation while stabbing with the knife sometimes going horribly wrong.
  • Clamping hit reactions to play for no longer than a half second.
  • Adjusted the position of the zombie and their stance slightly while frenzied to make them more visible when they are up close to you.
  • Fixed a bug where sometimes stamina was being taken twice for one melee attack.
  • Fixed a handful of bugs with scoring.
  • Fixed several sounds not being spatialized properly.
  • Fixed zombies attacking players during the post-warmup and post-match cool-down periods. They couldn’t damage anyone, it was just annoying.
  • Dropped the look yaw limits while mantling/vaulting to reduce exploitability.
  • Fixed zombie outline, fresnel, LRAD effects not replicating to mid-game joiners.
  • Refactored item, weapon and weapon attachment visibility and lighting setting updates in order to fix numerous mid-game join issues, floating weapon attachment issues, and items in general showing up at 0,0,0 in the map when not in use.
  • Fixed the server browser not automatically queueing another refresh when already refreshing and you change between LAN and Public.
  • Fixed the server browser entries not handling double click to join.
  • Fixed massive performance drop when surrounded by zombies on lower end GPUs due to DFAO by disabling it selectively.

New in Moving Hazard Demo Early Access Patch 2845 (May 5, 2016)

  • Deployables/throwables will no longer float when thrown by other players.
  • The hit direction input for hit reactions was fixed, which should make dead bodies fall more realistic relative to their final hit.
  • Trailer fixed for FFA.
  • Zombies lose enemies and stop pathing after them after 3 seconds of not seeing them.
  • Weapon camera firing impulse fixes.
  • FFA re-locked.