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Bodycam News

New Zombie Mode Trailer Out Now

[p]Dear Zombie fans,[/p][p]We have one last treat for you today: a brand-new Zombie Mode trailer.
https://www.youtube.com/watch?v=S3CnqFG3kZI[/p][previewyoutube][/previewyoutube][p]
And for everyone who lives for multiplayer, don’t worry, we’re coming in strong with the 2nd major update.[/p][p]Here’s our latest devlog on this part (we know it’s starting to show its age). We’re currently working on another devlog that will cover all the features we didn’t talk about in this video.[/p][p]👉 [dynamiclink][/dynamiclink]
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CHANGELOG #3 MAJOR UPDATE

[p]Greetings, Operators,[/p][p][/p][p]TIme for another patchnotes, based on your feedback. Keep them going, let us know if it has helped as well, if you were encountering these issues. [/p][p][/p]
Village
  • [p]Global optimization[/p]
  • [p]Lighting optimization[/p]
  • [p]Mines: performance optimization[/p]
  • [p]Fixed multiple invisible walls & collisions[/p]
  • [p]Modified some zombies spawners[/p]
  • [p]Nanite & Raytracing improvements[/p]
  • [p]Missing snow fixed on several spots[/p]
[p][/p]
Global
  • [p]Disabled a "VHS" UI effect that was causing the game's color to be very flashy while opening the tab[/p]
  • [p]First boot resolution issues fixed[/p]
[p][/p][p]Cheers![/p][p]Kane, out.[/p]

CHANGELOG #2 MAJOR UPDATE

[p]Greetings, Operators,[/p][p][/p][p]We’re happy and excited to bring you the Patch Notes #2 for the Major Update! We’re aware that there is still more improvements to bring to Village, and the team is working hard on it. [/p][p][/p][p]With further ado, let’s deep dive on what these fixes are bringing to Bodycam.[/p][p][/p][p]Kane, out.[/p][p][/p]
HOTFIX
[p][/p][h2]ZOMBIE[/h2]
  • [p]ASYLUM MAP: Random Shotgun spawning client-side only: you should now be able to pick up the weapon properly.[/p]
  • [p]Zombies should now properly display their wounds[/p]
  • [p] VILLAGE MAP: if your host is more than 200 meters away, you will be able to be killed by zombies[/p]
  • [p]Zombies Skins should by displayed properly[/p]
  • [p]VILLAGE MAP: the sky is now working properly[/p]
[p][/p][h2]AUDIO[/h2]
  • [p]Zombies footsteps should be properly spatialized[/p]
  • [p]Duboc House door sound has been fixed[/p]
[p][/p][h2]UI/UX[/h2]
  • [p]Addition of a “Leave Lobby” button to the “Map Vote” screen[/p]
  • [p]Private lobby should now remain closed to random players[/p]
[p][/p][h2]GAME MODE[/h2]
  • [p]Rank points should be gained properly after a game[/p]
  • [p]Bodybomb mode should be available in CQB Powergun[/p]
[p][/p][h2]MATERIALS (ASSETS)[/h2]
  • [p]Operators skins should display with proper materials now[/p]
[p][/p][h2]GAME EXPERIENCE[/h2]
  • [p]Ultrawide players should now be able to enjoy the game with no more visual disturbances[/p]
  • [p]Proximity Chat should now work properly[/p]
[p][/p][p][/p][p][/p]

FOCUS ON - CQB Powergun - At the crossroad of video game and reality

[p]It’s that time of the week again: let’s deep dive into our newest - and biggest - multiplayer map: CQB Powergun. Introduced with the latest Major Update, CQB Powergun is a massive map, with a variety of configurations, allowing you to enjoy close quarter intense skirmishes or more tactical approaches, with the more open outside zones. [/p][p][/p][p][/p][p][/p][carousel][/carousel]
Introducing CQB Powergun
[p][/p][p]We first unveiled the map entitled only “CQB”. The addition of Powergun in its name is not just an aesthetic aspect: we wanted to keep our secret until the very end, for our most Airsoft passionate players who could have guessed the true nature of this map.[/p][p][/p][p]CQB Powergun is actually based on a real location, located in France. One of the most popular Airsoft spot in France, the Powergun Terrain is situated in the Parisian outskirts, in Orgemont, allows up to 50 players to experience the thrill of Airsoft in an exceptional environment, made of several buildings that used to be an abandoned orphanage, surrounded by a forest. The team organizes matches, scenarios and events, and you can rent equipment for instant fun if you don’t have your favorite gear or if you’re a beginner: this accessibility speaks to our heart, as we want Bodycam to also be easy to pick up and get into quickly.[/p][p][/p][p]As Airsoft fans, it was a no-brainer to try to include the map into Bodycam: it’s a fantastic, immersive experience with an eery atmosphere, packed with tactical opportunities for you to explore and master. So we’ve met with the owner and his son, and it clicked instantly. CQB Powergun will be in Bodycam.[/p][p][/p][p]This partnership is something special to us. We’re so proud to show you this map and see you play in it![/p][p][/p][p]Book your next Airsoft trip here and learn more about Powergun here and on Facebook[/p][p][/p][p]Localisation here[/p]
[p][/p][carousel][/carousel][p][/p]
How to implement that in Bodycam?
[p][/p][p]Now, that was quite the challenge: how to get it, technically, into our game? The Powergun team first sent us the plans of the building. And then it was time to take thousands of pictures. [/p][p][/p][p]It was a long process to reproduce as closely as possible the location. We even took pictures of the tags on the walls, as we wanted players to be able to recognize and compare the map with the real location. That was a real challenge: pictures, videos, drone, level design, scans, it’s CQB Powergun as in real life but with some twists and retakes to stick to the game DNA, and offer more gameplay options. [/p][p][/p][p]Our artists have worked on this map and it was not only long to reproduce the buildings, it took us a lot of time to fine-tune the details and the light, that is so important in such a huge map. It was incredibly interesting to think, design, and produce this map.[/p][p][/p][p][/p][carousel][/carousel][p][/p]
A map that fits with all game modes
[p][/p][p]Because of its wide variety of situations, it’s also a perfect map to have fun in Bodycam. Deathmatches and gun games feel like they are made to thrive in that kind of map, but we were also very surprised by the Hard Point mode and how the game is picking up buildings: it introduces very exciting, tense, and demanding situations.[/p][p][/p]
Quick tips
[p]To master the map: beware of the many vulnerability points, such as windows and doors, when you’re roaming outside. Learn the map. Explore it. And dominate it.[/p][p][/p][p]Good luck, Operators. We hope you will have a blast.[/p][p][/p]

CHANGELOG #1 - MAJOR UPDATE

[p]Greetings, Operators. [/p][p][/p][p]First, we wanted to thank you for taking the time to play our latest Major Update. And even more to take the time to report bugs and issues, it really helped the dev team. To our new soldiers: welcome. To our veterans: thank you for your patience. [/p][p][/p][p]We’re introducing today our first patch notes for this update. The major issues have been addressed and we’re focused on fixing the remaining ones. In the meantime, please keep reporting issues or confirm that the patch has been helpful for you.[/p][p][/p][p]Thank you![/p][p][/p][p][/p][p][/p]
HOTFIX
[p][/p][h2]GRAPHICS[/h2]
  • [p]The grain effect now turns off properly[/p]
  • [p]Shadows are now displayed properly, player will be prompted to deactivate DX11 if they’re using it[/p]
  • [p]Flashlight brightness has been fixed[/p]
  • [p]The menu time & brightness cycle (main menu switching from night to day and lighting fading to dark) is now working properly[/p]
  • [p]RUSSIAN BUILDING: cubemap in the bathroom next to starwell is gone[/p]
  • [p]WORNHOUSE - the wooden fence should have the appropriate effect now when shot[/p]
  • [p]Weapons LOD has been fixed[/p]
[p][/p][h2]GAMEPLAY[/h2]
  • [p]Sprinting should now behave properly[/p]
  • [p]Fixed Reissad #0 / 0 Rpoints bug that could appear when launching the game[/p]
  • [p]Last kill of round should be counted properly[/p]
  • [p]Voice chat is now re-enabled[/p]
  • [p]When unequipping a skin, the proper weapon model should be displayed in menu and in game NOTE: you should requip/unequip your skins to fix it[/p]
[p][/p][p][/p][p][/p][h2]UI[/h2]
  • [p]Auto lean should be enabled properly in menus now[/p]
  • [p]Right click rebind should work now[/p]
  • [p]Joining a private lobby in quickplay shouldn’t happen anymore[/p]
  • [p]Mouse sensitivity should register now[/p]
  • [p]Back key should behave properly when doing a new keymapping[/p]
[p][/p][h2]AUDIO[/h2]
  • [p]Audio cues should now respect volume settings[/p]
  • [p]Sound issues in asylum should be fixed[/p]
  • [p]Own footsteps should be properly spatialized[/p]
  • [p]Own footsteps should be at the proper volume[/p]
  • [p]BACKROOMS: footsteps sound should be fixed[/p]
  • [p]Footsteps sound should now be aligned with the movement direction[/p]
[p][/p][p][/p][p][/p][h2]VILLAGE MAP[/h2]
  • [p]Falling in the Church shouldn’t kill you anymore[/p]
  • [p]Text on generators should be gone[/p]
  • [p]At the Church gate, players shouldn’t be able to climb behind the bench and generator, fall and get stuck, and zombies shouldn’t spawn there anymore[/p]
[p][/p]
WHAT’S NEXT
[p][/p][p]For what’s next, we’ll keep releasing hotfixes to address issues we’ve already identified. A batch of skin texture fixes (wrong colors or low-quality textures) is almost ready, but it needs a bit more time and will come in the next hotfix.[/p][p][/p][p]We’re also investigating a bug that prevents players from ranking up in Main Game. This will be one of our priorities for the next hotfix, which should arrive next week.[/p][p][/p][p]We also still have optimization work planned for Village, especially around the village center and the windmill. We know what needs to be done, and we’ll continue pushing patches in the coming weeks to improve stability and performance for this map.[/p][p][/p][p]And of course, feel free to report any additional issues. We’ll keep fixing as we go, while part of the team moves back to the content for the next Major Update.[/p][p][/p]