The plan was to release the final version via Steam Workshop only, but since the tools haven't been released yet, I thought it might be a good idea to cover my a$$ and release it via the normal channels too
ChangeLog:
Spoiler!
KF-ShoppingSpree Beta 20160130B -> KF-ShoppingSpree Beta 20160210A
- Improved collision in body bag area, basement & quarantine zone
- Fleshed out & relit DIY store, changed layout a bit
- Fleshed out & relit Restaurant
- Changed Bar upper floor to have another pool table
- Tightened up collision in the bar so the player can now walk around the pooltables & bar
- Merged & Generated LODs for a lot of mesh groups
- Changed Elevator Height
- Added Various Textures for store branding
- Added more aggressive culling for a lot of objects
- Various objects have improved collision
- Added splatter maps to floor plates, columns & windows
- Cleaned up car texture
- Improved Fountain rendering performance
- Opened handrail in bar & above pizza place
- visually blocked off store internals
- tightened pathing to fix being able to exploit long pathing runs around small objects
- Fixed being able to clip the APC in the basement
- Fixed Big Zeds getting stuck outside near the tents
KF-ShoppingSpree Beta 20160210A -> KF-ShoppingSpree Beta 20160216A
- Added various Sounds & Reverb Volumes (Reusing Manor Sound Setup)
- Added various weather lighting & particle effects
- Fixed some emissive materials on cars
- Optimised Precomputed Visibility with Masked & Translucent Objects (fixes sudden enemies teleporting in)
- Completely redone lighting in the entire map (big performance increase)
- Improved collision of fountain & caved in 1st floor
- Widened collision for elevator doors
KF-ShoppingSpree Beta 20160216A -> KF-ShoppingSpree 20160220A
* KF-ShoppingSpree_BETA is the same build just consolidated into one file.
- Fake Lighting textures have been updated & reduced in size
- Minor tweaks in lighting & shadows values
- Turned on dynamic shadow casting on basement car & floodlights
- Fixed Tarps slightly clipping though 1st floor ground
- Improved collision in body bag area, basement & quarantine zone
- Fleshed out & relit DIY store, changed layout a bit
- Fleshed out & relit Restaurant
- Changed Bar upper floor to have another pool table
- Tightened up collision in the bar so the player can now walk around the pooltables & bar
- Merged & Generated LODs for a lot of mesh groups
- Changed Elevator Height
- Added Various Textures for store branding
- Added more aggressive culling for a lot of objects
- Various objects have improved collision
- Added splatter maps to floor plates, columns & windows
- Cleaned up car texture
- Improved Fountain rendering performance
- Opened handrail in bar & above pizza place
- visually blocked off store internals
- tightened pathing to fix being able to exploit long pathing runs around small objects
- Fixed being able to clip the APC in the basement
- Fixed Big Zeds getting stuck outside near the tents
KF-ShoppingSpree Beta 20160210A -> KF-ShoppingSpree Beta 20160216A
- Added various Sounds & Reverb Volumes (Reusing Manor Sound Setup)
- Added various weather lighting & particle effects
- Fixed some emissive materials on cars
- Optimised Precomputed Visibility with Masked & Translucent Objects (fixes sudden enemies teleporting in)
- Completely redone lighting in the entire map (big performance increase)
- Improved collision of fountain & caved in 1st floor
- Widened collision for elevator doors
KF-ShoppingSpree Beta 20160216A -> KF-ShoppingSpree 20160220A
* KF-ShoppingSpree_BETA is the same build just consolidated into one file.
- Fake Lighting textures have been updated & reduced in size
- Minor tweaks in lighting & shadows values
- Turned on dynamic shadow casting on basement car & floodlights
- Fixed Tarps slightly clipping though 1st floor ground
Screenshot Album:
ArtStation: https://www.artstation.com/artwork/Xd8GD
IMGUR: https://imgur.com/a/HLGDM
Youtube: https://www.youtube.com/watch?v=b7SGDlNAkjc
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=644068210
Last edited: