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BrainBread 2 News

New Year Hotfix Patch - 1.0.2.3!

Server owners please update your servers!

Code
Base
  • Fixed proper lag compensation for melee!
  • Bullet penetration will now work properly with the new lag compensation system. (Lag compensates enemies behind solids in which the player can potentially penetrate through)


Players & Skills
  • AFK kick time will be refreshed whenever a player tries to drop or use inventory items, using a keypad, use any of the skill panels, voting and writing in the chat.
  • The firstperson body will no longer play a T-pose anim when you first join the game.
  • Fixed a bug which would prevent you from changing the skin/bodygroup of your hands & firstperson body unless if you changed team or changed the actual player model.
  • Fixed weapon pickup issues, you can now pickup weapons through clips, teammates and such. (Fixes weapon pickup issues in Salvage and other maps!)
  • Fixed a potential bug which would allow melee weapons to attack enemies through walls.


Sound & Music
  • FMOD will now be muted if snd_mute_losefocus is set to 1 and the game has no focus or if the game has been paused.


Weapons
  • Added new HK-MP7 and Machete textures provided by 'El Negro'!


Maps


Carnage
  • The Bandits spawning in the tunnel will respawn a bit faster.
  • Increased zombie spawn frequency for the last round.
  • Fixed nasty lighting in the open spawn room.


Last Stand
  • Moved Sawed-Off into the weapon armory locker.
  • Moved G36C into the weapon armory locker.
  • Removed REX from the weapon armory locker, you can now find the REX outside near the 'cannon'.
  • Fixed invisible windows bug.


Happy new year, folks!
- Reperio Studios

New Years Eve Preparation Patch - 1.0.2.2!

Server owners please update your servers!

Code
Base
  • Rewrote the lag compensation logic for players and npcs, improved hit detection! (Disclaimer: Please let us know if anything feels a bit off with this new system!)
  • Thanks to the new lag compensation logic there will be no more constant twitching/jitter back and forth, npcs and players would be affected by this due to the old lag compensation would move entities backwards in time, the new system does not need to physically make these changes. Expect a lot more fluid gameplay in PvE based maps.
  • Fixed potential crashes related to the server workshop loader and AI stuff.
  • Fixed server tags not being loaded properly.
  • Added bb2_zombie_kills_required which will allow server owners to set how many kills a player should get before being allowed to respawn as a human. Setting bb2_allow_mercy and bb2_zombie_kills_required to 0 will make you a zombie forever once you turn.
  • Local servers will no longer load dev, donator, tester, etc.. tags.


Mapping Entities
  • zombie_volume using the SF_FASTSPAWN flag will now use a smaller hull when tracing for available space in the volume, since they will now spawn upright instead of lying down.
  • Fixed up soundscript used for the item_turtle easter eggs in Termoil, the sound should be more noticable now.


NPCs
  • Fred and Johnson will now always think regardless of efficiency.
  • Increased the max chase enemy distance for zombies.
  • Zombies + Fred will now be able to attack enemies properly, previously in some cases they would just twitch back and forth while trying to attack you, turns out this issue was caused by weapon bboxes being too large, added a proper collision group check and reduced the bbox sizes for weapons.
  • Humans will no longer take damage from the M1A1 turret.


Weapons
  • Added new Famas textures, thanks to El Negro.
  • Fixed a bug in the weapon selection when hud_fastswitch was enabled, it would ignore the key presses (1-4), the mouse wheel could still be used to swap weapons though.
  • Fixed up messy bounding boxes being set for weapon world entities.
  • Fixed melee attack trace hull.


Survivors
  • Added the 'Black Dude' zombie version for Pantsman.
  • Fixed faulty hands being set for any characters using the default hands and a skin greater or equal to 1, the hands would use the old black dude skin for Pantsman.


Maps
  • Updated Laststand, optimized the map a little more, added prop fading, updated bogus navigation, added a simple AI schedule for Fred when he spawns. Also added the Micro-Uzi, MP7, MAC11 to the map.
  • Updated Carnage, bandits will respawn faster, more zombies will spawn from the spawner volumes, decreased max time & initial time for the third round. (bandit round)
  • Updated lighting in Carnage, should not be as dark anymore.


Balancing
  • Upped Micro-Uzi firerate.
  • Increased Micro-Uzi damage.
  • Increased Remington 870 accuracy.
  • Increased Rex and Akimbo Rex damage.

New Years Eve Preparation Patch - 1.0.2.2!

Server owners please update your servers!

Code
Base
  • Rewrote the lag compensation logic for players and npcs, improved hit detection! (Disclaimer: Please let us know if anything feels a bit off with this new system!)
  • Thanks to the new lag compensation logic there will be no more constant twitching/jitter back and forth, npcs and players would be affected by this due to the old lag compensation would move entities backwards in time, the new system does not need to physically make these changes. Expect a lot more fluid gameplay in PvE based maps.
  • Fixed potential crashes related to the server workshop loader and AI stuff.
  • Fixed server tags not being loaded properly.
  • Added bb2_zombie_kills_required which will allow server owners to set how many kills a player should get before being allowed to respawn as a human. Setting bb2_allow_mercy and bb2_zombie_kills_required to 0 will make you a zombie forever once you turn.
  • Local servers will no longer load dev, donator, tester, etc.. tags.


Mapping Entities
  • zombie_volume using the SF_FASTSPAWN flag will now use a smaller hull when tracing for available space in the volume, since they will now spawn upright instead of lying down.
  • Fixed up soundscript used for the item_turtle easter eggs in Termoil, the sound should be more noticable now.


NPCs
  • Fred and Johnson will now always think regardless of efficiency.
  • Increased the max chase enemy distance for zombies.
  • Zombies + Fred will now be able to attack enemies properly, previously in some cases they would just twitch back and forth while trying to attack you, turns out this issue was caused by weapon bboxes being too large, added a proper collision group check and reduced the bbox sizes for weapons.
  • Humans will no longer take damage from the M1A1 turret.


Weapons
  • Added new Famas textures, thanks to El Negro.
  • Fixed a bug in the weapon selection when hud_fastswitch was enabled, it would ignore the key presses (1-4), the mouse wheel could still be used to swap weapons though.
  • Fixed up messy bounding boxes being set for weapon world entities.
  • Fixed melee attack trace hull.


Survivors
  • Added the 'Black Dude' zombie version for Pantsman.
  • Fixed faulty hands being set for any characters using the default hands and a skin greater or equal to 1, the hands would use the old black dude skin for Pantsman.


Maps
  • Updated Laststand, optimized the map a little more, added prop fading, updated bogus navigation, added a simple AI schedule for Fred when he spawns. Also added the Micro-Uzi, MP7, MAC11 to the map.
  • Updated Carnage, bandits will respawn faster, more zombies will spawn from the spawner volumes, decreased max time & initial time for the third round. (bandit round)
  • Updated lighting in Carnage, should not be as dark anymore.


Balancing
  • Upped Micro-Uzi firerate.
  • Increased Micro-Uzi damage.
  • Increased Remington 870 accuracy.
  • Increased Rex and Akimbo Rex damage.

Major Christmas Patch - 1.0.2.1

Server owners please update your servers!

Code
Base
  • Major performance improvements for client & server. FPS boost, especially for clients.
  • Reduced the vote percent required for passing votes to 60%, 70% was too much.
  • Fixed blood pool spawn positioning.
  • Clients connecting to custom servers running workshop based maps will now auto-download the required workshop addon if they don't have it already. (if you own a server, write workshop_help for available commands, these commands will let you download items, collections, etc...)



  • Servers will now load proper information for all subscribed items = the items downloaded and listed in the appworkshop_346330.acf file. (regardless of whitelisted state)
  • Removed unnecessary gamefiles for dedicated servers and for the Linux, OSX and SteamPlay client. Also fixed some broken sounds.


Gamemodes
  • Added countdown announcer voices in Deathmatch mode. (timeleft)


Mapping Entities
  • Optimized the zombie_volume entity.
  • zombie_volume can now be set to insta-spawn zombies, skip the fade-in phase, this feature is handy if you want to spawn the zombies in a closed off room where you know the survivors won't be able to peek into.
  • The zombie_volume and npc_auto_spawner entities now support a direct implementation of the aiscripted_schedule entity, you can specify if the spawning entity should automatically follow a route or pursue some target on spawn.


NPCs
  • Improved lag compensation for npcs.
  • NPCs should no longer stutter so much when you're playing in a server with a lot of 'activity'.
  • Bandits, Military and Fred will now use NavMesh.
  • Fixed up the M1A1 Abrams Tank NPC!
  • npc_custom_actor will no longer do player avoidance, npc uses no collide with friendly entities.


Players & Skills
  • You can no longer drop ammo in Deathmatch mode.
  • You can no longer spam +use on doors to repeatedly open/close them, added a 2 sec delay between opening / closing.
  • If you keep replenishing a lot of ammo within 60 sec, you will receive a penalty where you have to wait 2 minutes before being able to replenish ammo from 'bbc_ammo_box' entities again. You can reduce this penalty by one minute by using the 'Resourceful' skill, if skills are enabled.
  • You will now receive 5% of your total XP needed when completing objectives.
  • You will now receive 10% of your total XP needed when completing quest objectives / side objectives.
  • Added missing rate limit checks for client-commands.
  • Added a max distance and height difference for lag compensation, jittery zombies / zombie players happen due to lag compensation being done on too many entities at once. (slows down the server, while interpolating each entity back and forth relative to the callers ping)


HUD & VGUI
  • Loading Screen will no longer parse loading image and loading tips, this will be cached instead, for fast data access.
  • Fixed glitchy VGUI elements.
  • Fixed scoreboard labels being out of place when opening the scoreboard.
  • Achievement panel will now load newly achieved, hidden achievements, when you open the menu.
  • Create a Game is no longer super slow, also fixed faulty map highlighting when switching pages.
  • NPC Healthbar should now display properly for all NPC sizes.
  • Holding +use will draw a circular bar around the crosshair, which indicates the time left until delayed use is triggered: For locking/unlocking doors, picking
    up a new armor type, etc...


Weapons
  • Weapon attachments will no longer cast shadows.
  • Remastered the melee system, melee will now allow you to attack more enemies at once properly, the sledgehammer is most efficient in that regard. Improved the trace techniques used.
  • Added a small hull trace for melee stab attacks in order to increase precision.
  • Melee and bash attacks will now produce proper impact FX.
  • The crosshair will no longer be hidden when wielding sniper rifles, the crosshair will only be hidden when you zoom / display the scope.


Survivors
  • Added the 'Postal Dude' as an official survivor! Thanks to 'Rex The Impaler', original workshop addon: http://steamcommunity.com/sharedfiles/filedetails/?id=1132786817


Achievements
  • Added an achievement for completing the bba_carnage map.


Maps
  • Added a new arena map: bba_carnage, a tribute to the BrainBread 1 map known as 'Carnage'!
  • Increased bandit respawn times in Termoil.
  • Major optimization improvements for Termoil.
  • Bandits have been improved in Termoil.


Balancing
  • Added missing damage drop off for all rifle weapons. (prevent sniping across the map, unless if you're using a sniper of course :o)
  • It is now easier to trigger 'Zombie Rage', reduced the damage needed from 250 to 180, the decay time has been reduced meaning it will decay slower = you got more time to fill the bar!


Merry ZOMb-mas

You're probably scratching your head, why has there not been any update in roughly 4-5 months?!
Well unfortunately a lot of our team members are busy with either real life or other projects! But fear not, we have a lot of weapons and maps at our disposal, we're intending to bring all of this to completion,
but at our own rate. We're all working for free, out of passion, so we'll take our time, when we have time.

We're always looking for more dedicated people, if you know how to do one of the following and are interested in helping out, please contact me on Steam or through our discord (https://discord.gg/0TitkvlFlYoBak0V):
  • Level Design in Source
  • Melee Sound Design
  • Model/Texture baking, low poly-ing, rigging
  • 3D Character modeling
  • Voice Acting ~ Need some potential voice sets for future npcs and for our M1A1 military tank (preferably russian-accent for the military tank)


Merry xmas!
- Reperio Studios

Major Christmas Patch - 1.0.2.1

Server owners please update your servers!

Code
Base
  • Major performance improvements for client & server. FPS boost, especially for clients.
  • Reduced the vote percent required for passing votes to 60%, 70% was too much.
  • Fixed blood pool spawn positioning.
  • Clients connecting to custom servers running workshop based maps will now auto-download the required workshop addon if they don't have it already. (if you own a server, write workshop_help for available commands, these commands will let you download items, collections, etc...)



  • Servers will now load proper information for all subscribed items = the items downloaded and listed in the appworkshop_346330.acf file. (regardless of whitelisted state)
  • Removed unnecessary gamefiles for dedicated servers and for the Linux, OSX and SteamPlay client. Also fixed some broken sounds.


Gamemodes
  • Added countdown announcer voices in Deathmatch mode. (timeleft)


Mapping Entities
  • Optimized the zombie_volume entity.
  • zombie_volume can now be set to insta-spawn zombies, skip the fade-in phase, this feature is handy if you want to spawn the zombies in a closed off room where you know the survivors won't be able to peek into.
  • The zombie_volume and npc_auto_spawner entities now support a direct implementation of the aiscripted_schedule entity, you can specify if the spawning entity should automatically follow a route or pursue some target on spawn.


NPCs
  • Improved lag compensation for npcs.
  • NPCs should no longer stutter so much when you're playing in a server with a lot of 'activity'.
  • Bandits, Military and Fred will now use NavMesh.
  • Fixed up the M1A1 Abrams Tank NPC!
  • npc_custom_actor will no longer do player avoidance, npc uses no collide with friendly entities.


Players & Skills
  • You can no longer drop ammo in Deathmatch mode.
  • You can no longer spam +use on doors to repeatedly open/close them, added a 2 sec delay between opening / closing.
  • If you keep replenishing a lot of ammo within 60 sec, you will receive a penalty where you have to wait 2 minutes before being able to replenish ammo from 'bbc_ammo_box' entities again. You can reduce this penalty by one minute by using the 'Resourceful' skill, if skills are enabled.
  • You will now receive 5% of your total XP needed when completing objectives.
  • You will now receive 10% of your total XP needed when completing quest objectives / side objectives.
  • Added missing rate limit checks for client-commands.
  • Added a max distance and height difference for lag compensation, jittery zombies / zombie players happen due to lag compensation being done on too many entities at once. (slows down the server, while interpolating each entity back and forth relative to the callers ping)


HUD & VGUI
  • Loading Screen will no longer parse loading image and loading tips, this will be cached instead, for fast data access.
  • Fixed glitchy VGUI elements.
  • Fixed scoreboard labels being out of place when opening the scoreboard.
  • Achievement panel will now load newly achieved, hidden achievements, when you open the menu.
  • Create a Game is no longer super slow, also fixed faulty map highlighting when switching pages.
  • NPC Healthbar should now display properly for all NPC sizes.
  • Holding +use will draw a circular bar around the crosshair, which indicates the time left until delayed use is triggered: For locking/unlocking doors, picking
    up a new armor type, etc...


Weapons
  • Weapon attachments will no longer cast shadows.
  • Remastered the melee system, melee will now allow you to attack more enemies at once properly, the sledgehammer is most efficient in that regard. Improved the trace techniques used.
  • Added a small hull trace for melee stab attacks in order to increase precision.
  • Melee and bash attacks will now produce proper impact FX.
  • The crosshair will no longer be hidden when wielding sniper rifles, the crosshair will only be hidden when you zoom / display the scope.


Survivors
  • Added the 'Postal Dude' as an official survivor! Thanks to 'Rex The Impaler', original workshop addon: http://steamcommunity.com/sharedfiles/filedetails/?id=1132786817


Achievements
  • Added an achievement for completing the bba_carnage map.


Maps
  • Added a new arena map: bba_carnage, a tribute to the BrainBread 1 map known as 'Carnage'!
  • Increased bandit respawn times in Termoil.
  • Major optimization improvements for Termoil.
  • Bandits have been improved in Termoil.


Balancing
  • Added missing damage drop off for all rifle weapons. (prevent sniping across the map, unless if you're using a sniper of course :o)
  • It is now easier to trigger 'Zombie Rage', reduced the damage needed from 250 to 180, the decay time has been reduced meaning it will decay slower = you got more time to fill the bar!


Merry ZOMb-mas

You're probably scratching your head, why has there not been any update in roughly 4-5 months?!
Well unfortunately a lot of our team members are busy with either real life or other projects! But fear not, we have a lot of weapons and maps at our disposal, we're intending to bring all of this to completion,
but at our own rate. We're all working for free, out of passion, so we'll take our time, when we have time.

We're always looking for more dedicated people, if you know how to do one of the following and are interested in helping out, please contact me on Steam or through our discord (https://discord.gg/0TitkvlFlYoBak0V):
  • Level Design in Source
  • Melee Sound Design
  • Model/Texture baking, low poly-ing, rigging
  • 3D Character modeling
  • Voice Acting ~ Need some potential voice sets for future npcs and for our M1A1 military tank (preferably russian-accent for the military tank)


Merry xmas!
- Reperio Studios