KF-Countdown Beta V.1

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Rexar

FNG / Fresh Meat
Apr 26, 2015
57
1
0
v3, there's a major line of sight/pathfinding aggro drop bug (single player), one minute zeds are following you, go aound the corner and they stop, they also die over time if standing still (5secs). currently writing this while in-game unpaused with 17 zeds alive lol >.<

here's a video; http://youtu.be/Fjb24Fc04vw (happens in all locations, not just this area)
 
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Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
Video is privete and I cannot see it. I must've broke pathing somehow during my edits and did not notice it. I didnt playtest because I was falling asleep. Wont be able to fix it till after work. Thanks for the heads up
 

Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
fixed video

Well I have pathing built around the map and in v.2 they would just teleport and they never paused if I turned a corner. I did add a door on the bottom floor by the trader and you jsut made me realize I forgot to path the door!

Previously when I forgot to set up a door, aggro didn't work at all! I bet thats it. Thats what happens when you rush to get something out before bed :)

Pathing errors are now fixed
Version 4 is up for download in OP
 

Wratts

FNG / Fresh Meat
May 13, 2015
8
1
0
The Sweet Surland
First off, love the map design with its spacious look, and how large it feels without seeming too big to make it to traders in between waves. Nice work in that regard.

That said, there are significant issues with the Bloats and Scrakes in parts of the map. And this wasn't just me, but everybody else playing with me on the team. Everywhere except the top level area around the subway station, Bloat heads and sometimes also Scrake arms would glitch out and go all over the place. You can't target them when this happens (which is a huge pain with Bloats whom you need to kill with body-shots because of it) and when they die, their corpses fly to the ceiling. For some reason, this wasn't happening in the top level. (Once we realized that it was fine up there, we camped that spot.)

And I see you've already noted the glitch with Dosh and dropped items disappearing. For some reason, you can give people Dosh if you're really close up to them so there's no flying animation, then they get it. Same for throwing weapons to someone. Other times it will fly as normal and then just vanish without either hitting the ground or the person a couple of steps in front of you.
 

Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
First off, love the map design with its spacious look, and how large it feels without seeming too big to make it to traders in between waves. Nice work in that regard.

That said, there are significant issues with the Bloats and Scrakes in parts of the map. And this wasn't just me, but everybody else playing with me on the team. Everywhere except the top level area around the subway station, Bloat heads and sometimes also Scrake arms would glitch out and go all over the place. You can't target them when this happens (which is a huge pain with Bloats whom you need to kill with body-shots because of it) and when they die, their corpses fly to the ceiling. For some reason, this wasn't happening in the top level. (Once we realized that it was fine up there, we camped that spot.)

And I see you've already noted the glitch with Dosh and dropped items disappearing. For some reason, you can give people Dosh if you're really close up to them so there's no flying animation, then they get it. Same for throwing weapons to someone. Other times it will fly as normal and then just vanish without either hitting the ground or the person a couple of steps in front of you.

Thanks for the detailed points! I have not been messing with my map for a few weeks since I got sucked into Destiny: House of Wolves and stuff. I guess I wanted a break before I jumped back into editing.

I am totally stumped on the bloat/scrake glitches as well as the disappearing items. I even PMed some TWI guys and they never responded (not surprised or upset).

If those problems cant be solved I will most likely just start a new map. Also, as new official maps are released, I will have more assets to use to detail the map. Some of the stuff that came with Manor is great for base maps like Countdown. The conduit pipes, etc.

I haven't given up on Countdown, though I do need some pro help with the game breaking bugs to consider finishing it proper.