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(1 edit)

Hello again! Great update as always and it runs a lot smoother. Quick question, while I understand Kino is temporarily removed: how come Five is also removed?

same reason as kino 

(4 edits)

Ah okay, thank you for letting me know. I did also find a lot of bugs to where there’s more than ideas I had in mind. Those include:

  • The TVs in the main menu are all black and not running (unless this is intentional).
  • Prompts to press E are still there when I change the interact keybind to F (should say press F to <action> or press <interact key> to <this>).
  • Some Paralyser sounds are missing, that being the pull-out and put-away activation sounds. Also the looping sound is switched to the vulture aid smoke loop for some reason.
  • Vulture Aid doesn’t show icons at mini-drop, weapon and perk locations.
  • Power-up drops don’t emit their idle/loop sound.
  • Pack-A-Punched and unpacked Paralyzer overheat times are inversed (unpacked has 10 seconds and packed has 6 seconds, but should be the other way around).
  • Sprinter zombies exist but super sprinter zombies never show up on octagonal ascension. I forgot about the “super” part last update ago.
  • Der Riese’s post-link teleporter effect and sound does not occur, and the hound lightning spawn effect for the powerups does not occur. Not sure if you did add it though.
  • The mystery box complete moving away sound doesn’t occur, it’s just the laugh, initial rise and poof sounds.
  • Sometimes, when getting a weapon, it does not actually get collected, and switching to the weapon that would have been traded makes their ammo and reserve both 0.
  • The mystery box light beam isn’t showing up in Shi No Numa and Der Riese (or it’s not visible enough, at least when I tried to look from a distance from spawn).
  • The Der Riese fly trap easter egg doesn’t include the voice overs for some reason, but should.
  • In Der Riese, zombies at spawn do not jump up to or drop down from the spawn area ledges before the first set of stairs.
  • [FIXED] Shi No Numa’s storage hut door collision did not move and I cannot access the perk there (that being speed cola).
  • [AUTO-FIXED] The tomahawk lethal being selected is not granting me the tomahawk.

I’ll add ideas on a different comment or post. One more thing: I noticed you didn’t add the link to the game source code and ue5 fork anywhere. I’ll leave that up to you.

Again, great update as always!

Hello again, I just played the latest changes via itch build 190 on both my computers and the improvements to the FPS on the non-gaming computer are incredible! Here’s the list of ideas, two bugs I found, and a couple of nitpicks:

Bugs:

  • In gun game, some weapons repeat themselves.
  • Sound bugs still exist with Paralyser, power-ups, and the mystery box one while it spins that I pointed out.

Ideas:

  • Since you want to add another custom map from WAW, you could add either a cheesecube map, a meme map, or the “demise” map with the teleporting zombies (hard mode can be more challenging there).
  • Can you please make the nuke overlay a bit more transparent (or to customize transparency)?
  • Add the hover white scan line thing for the main TV like in BO1 so we don’t only have to rely on the crosshair dot (keep the crosshair dot though). Scan line can be red during weapon preloading.
  • Please add improved keyboard functionality for the main menu, so I can move the view with WASD or arrow keys, and use arrow keys to choose maps. It’s for those that cannot use a mouse for any reason.
  • Please add either the Call of the Dead map from BO1 with George Romero OR the rest of the Black Ops DS maps? Thank you in advance!
  • Add an option in the controls section of the main settings to reset all binds to default.
  • Provide statistics for the selected weapons in the loadout section, and extra details for wonder weapons (i.e. if they do percentile damage as well like the Paralyzer). You can do this whenever.
  • Add the WAW/BO1/BO2 power-up (grab) sounds and add an option to change power-up grab sounds from there or the current-default sounds.
  • Add the flamethrower and wunderwaffe weapons (both from WAW) please and thank you.
  • Add the carpenter, death machine and zombie blood powerups please and thank you. Boards can get instantly repaired and the death machine can be the Cold War one you added. The death machine powerup is not a priority, so feel free to add that whenever.
  • Add the speed boots, infinite ammo, and godmode powerups for Octagonal Ascension, please and thank you.
  • Please make the traps in Verruckt, Shi No Numa, and Der Riese usable.
  • Add volume sliders for music and sound so you can control them separately.
  • Add the perk machine location randomization for Shi No Numa and Octagonal Ascension (like in WAW/BO1/BO3, where the perk lottery effect and sounds occur on those maps from WAW)
  • Add the ability for extra zombies to spawn after opening a door (Shi No Numa only, I saw it there in WAW).

Nitpicks:

  • I think sprinter zombies should start at round 15 (except for octagonal ascension) and should be faster than the runner zombies (there’s slow walker, walker, and runner. Sprinter anims from WAW are there but maybe could have zombies match player’s normal sprint speed).
  • I’m really not a fan of the raygun’s firing sound pitch being randomized, and prefer if the sound pitch is back to normal like it used to be.
  • Winter’s Howl could one-shot or two-shot until round 16, and zombies that take less than 50% of damage with the Winter’s Howl without dying will temporarily slow down instead of freeze.
    • It’s packed version can always freeze zombies and/or further slow down zombies.

There’s more ideas I have but I’ll continue to wait until you release yet another update, or when enough time has passed.