![]() |
![]() |
|
#1
|
|||
|
|||
|
More often I am seeing Zeds spawn right in front of me. It is really crazy, gives us no time to get them sometimes.
Anyone else notice this? |
|
#2
|
|||
|
|||
|
depends on the distance from player setting that the zombiespawn zone has.
so its up to the mapper. |
|
#3
|
|||
|
|||
|
I was leveling demo on foundry with hard poundamonium and I would have nothing following me, turn a corner, and then turn back around having stepped one foot past the corner and instantly I get punched in the face by a fleshpound. It spawned less than a yard behind me around the corner the instant I turned.
|
|
#4
|
|||
|
|||
|
The Foundry is really guilty about this. So far I have seen Fleshounds spawn behind barrels and beams.
__________________
MP7 Medic Gun, making it easier to stick it into where the sun don't shine. |
|
#5
|
|||
|
|||
|
I could tell you exactly the rules for spawning zombies, but I'm afraid that I too recently feel that they tend to break the rules occasionally. Not sure if its due to lag or what, but I might turn a corner and rather than run into a zombie, I catch a few of them spawn a few meters in front of me.
|
|
#6
|
|||
|
|||
|
It definitely feels like the spawn code has gotten a bit wonky with recent patches.
If you want another incredibly bad gank-spawn, the elevator shaft on the bottom floor of KF-Offices does this all the time. |
|
#7
|
|||
|
|||
|
I made another post about this on the forum. Glad other people are noticing it too. I've got some videos up. I think foundry is the worst offender, but manor and westlondon are close seconds. From what i can tell, the tweaking of the spawn distance was done to help balance out the new weapons, but I really don't like it.
I hope TWI will get all this patched up soon. The level up pack threw what was a very well balanced and strategic game way off balance, and now they just need to fix it back up again. Heres my post about close spawns: http://forums.tripwireinteractive.co...ad.php?t=38699 |
|
#8
|
||||
|
||||
|
The zombies have to spawn out of sight however if they are in the middle of spawning and you come around the corner it's too late and they will spawn in front of you.
I also believe that the zombies rely on the pivot point of their volume and if this is out of view then they will spawn no problems even if you can see them. This would be a limitation in the unreal engine used and probably cannot be fixed. Maybe this wouldn't be an issue if the latest unreal engine had been used.
__________________
Burn in hell you fiend!!! |
|
#9
|
|||
|
|||
|
Quote:
|
|
#10
|
|||
|
|||
|
Have you seen some of the spawns that are considered "out of sight?" You can stand perfectly still in the door of the church (no walking around corners) and watch bloats and gorefasts pour out from behind... a phone booth. or a lamp post. Its totally ridiculous. And if you play on foundry, zeds are spawning right in front of you, regardless of turning corners.
This wasn't a problem before the Level Up Pack. |
|
#11
|
|||
|
|||
|
Quote:
|
|
#12
|
||||
|
||||
|
Quote:
So in reality TW can do whatever they want with it. But TW did not make the engine and so do not know it's inner most workings. It's easy to add onto the engine and work with it but to completely change and rewrite the core of the engine is either out of their league or too much hassle, especially for an old engine. This is a limitation that will probably stay with the game until a possible sequel was to be made on the newer engine. Or if they create different system mechanics to spawning the zombies. The best option is probably just to tweak the minimum spawn distances but this shouldn't matter on suicidal since it's ment to be hard.
__________________
Burn in hell you fiend!!! |
|
#13
|
||||
|
||||
|
Quote:
It can absolutely gank you, though. As someone just said, the stairwells in Office are ridiculous about it, to the point that if you're running, it's best to outright avoid them and jump out a window...
__________________
It's a Giant Enemy Crab! |
|
#14
|
||||
|
||||
|
The fence in manor is undestandable since it's a Static Mesh which IS between you and it wether you can see through it or not doesn't apply.
That and the pivot is very small so pretty much any thing can cover it up.
__________________
Burn in hell you fiend!!! |
|
#15
|
|||
|
|||
|
Actually this happens on Bio Labs too, but it's an easy map so hardly anyone'd complain. ZEDs spawn out of thin air at the corridor on the right sometimes, you can even see them "dropping" a slight distance from the air, like they had been hovering and now just "arrived".
|
|
#16
|
|||
|
|||
|
Biotics Lab is where I noticed it. So I guess it happens everywhere, but it is only occasionally that you catch it out.
Why are people discussing licensing of U2 engine, this is a more likely a Killing Floor mechanic than an engine limitation. It was working properly before... If its intentional to balance out the new weapons, what can we do? I don't want to see the game made easier with the new weapons as they are. |
|
#17
|
|||
|
|||
|
Yeah I have had some weird **** happen to me. I turned a corner and after I turned a corner 5 clots spawned infront of me and I was being followed by a Fleshpound. I was playing on wyre forest in the lower complex and theres those grated windows looking through them I had a scrake spawn and walk in the door and kill me. (to explain was medic with only mp7)
|
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|