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SCUM - Community showcase

[h3] Hello again prisoners! As part of your incarceration, you are hereby subjected to your weekly punishment consisting of subpar puns, obscure references and outstanding community contributions! [/h3]





Let's start with a selection of screenshots from the past week:

SCUM - Development update #120

[h3]Hello everyone! Another Monday, another dev update, check it out![/h3]





Our programming team has really sunk their teeth into bug fixing and optimisation, with it taking up the bulk of our manpower in that regard.
Pesticides aside, more work has been done on the UI front, as well as the highly anticipated Kinglet Mariner and the garden's health functionality that we mentioned last week. Other than that, there have also been further improvements to the armed NPC's movement.
That's not all, there has also been some progress when it comes to the implementation of new anti-cheat efforts.




The Level Design guys are still busy as bees with bug fixing and continuing to polish the work they have finished so far, but still managed to continue to work on the TV base, the WW2 bunkers, POI's environment modelling and some secret stuff that will be for you guys to discover.



Our animators are completely dedicated to fixing bugs as well. Not much to write here, but a considerable amount of work is being done nonetheless.

Hard surface has also continued to work on the Zündapp, the second coming of Jes- I mean the Desert Eagle skin and then some.

Soft surface is finishing up a couple of projects they've been working on while also further working on rock textures and NPC's.



Some bug fixes, continuing to work on weapon sounds and more, the sound team has been doing a little bit of everything.



You can already guess what they've been up to, sniffing out bugs, so others can snuff 'em out, engaging with you guys, testing new features and their favourite sport of all - cheater hunting.



The Game Designers prime target continue to be bug fixes.

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Now, let’s head over to the Q&A section, shall we:



  • Currently, there is no setting to alter the amount of damage taken, depending on where you got hit. There are multiple things at play like ballistics, calibre, model physics to name a few, that have to factored in. We might consider making some changes in the future though.




  • These are issues and optimisations that are included in the upcoming inventory rework, sit tight, I think you might like what we've been preparing for y'all.




  • Not so sure that sentries with larger walking paths will see the light of day, but the upcoming armed NPC's should definitely make SCUM island a much more dynamic environment.




  • Since we have new content and reworks coming to the game, it's counterproductive to fix bugs in one system which going to be overhauled anyway a bit later, we'd be needlessly doubling our workload by doing that, which is why it might seem that those are being disregarded. Rest assured, those pesky bugs will get what's coming to them.




  • If you're familiar with altering JSON files, you already have that option and there's also an extensive guide, that explains everything you need to know, in order to make what you desire a reality. Check out the link below!
    Loot modification

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Till next time!

-Perito

SCUM - Community showcase

[h3] Hello everyone! Ready for another round of bad puns, random pictures and even less coherent videos to accompany all that? Me neither. Let's dig in -> [/h3]



SCUM - Development update #119

[h3]We wish everyone a warm welcome into the new week with a new update on how things are going with SCUM![/h3]





The programming team is heavily focused on bug fixing, with an additional rework being conducted on the overall look of the rain and the look of the terrain affected by it. Further testing has also been conducted on the lighting probes as well. Also, work has continued on the melee combat functionality for the armed NPCs and on the rework of the foliage. Additionally, certain improvements have been implemented with regard to trophy and weapon rack snapping on loophole walls and hatch floors. Work has also started on adding health functionality for the garden so it functions as a proper base building element, meaning that it will be part of raid protection and will decay just like other BB elements.



Now that the level design rework is almost completely finished, the majority of the LD team is bug fixing and testing what they've been working on. Apart from that, they've continued to rework the BB fortifications, as well as the Zeljava entrance, storage hangar, the airfield runway material, and river layers reworks.



The animators are hammering away and are still exclusively focused on bug fixing.

The hard surface team remains focused and is working on the same features as last week, with an added emphasis on optimizing certain assets and UV maps, as well as retexturing existing models. Simply put, they're ensuring the assets look just as good while using memory more efficiently.

The soft surface team is still helping out with environment rocks for level design, and they are still working on the improvised backpack and TEC1 NPCs. However, they've also worked on preparation for a new character for our animators!

It is also worth mentioning that our UI designer is working on a redesign for the mobile phone UI.



The sound team is working on a variety of weapon sounds and bug fixes - same as last week.



Catching cheaters, testing new features, finding bugs, and engaging with the community - same old, same old.



Our game designers are busy making sure that the bugs on their side are adequately squashed.

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Now, let’s head over to the Q&A section of the dev update:



  • Communication is key, on that we can agree! Unintentional and unnecessary rhyme aside, we want to have it in the game, and we'll make sure to put it in the game sometime down the line after the 1.0 release.




  • Additional map features are not off the table and might find their way into the game at some point after the 1.0 release of the game.




  • The level design of the whole map will be overhauled, which also includes the interiors of houses. You'll be very pleased with the work we've done in that regard.




  • There's no need to fret! The team is doing great, the features we're working on are shaping up nicely, and we'll make sure to iron out all the issues that might be present, further optimize the performance of the game, add some much-requested functionalities, AND support the game with a host of new additions even after its 1.0 release, which will further expand the SCUM experience.




  • We're very much aware of this, and you'll be pleased to know that this will be tended to in the upcoming inventory rework.

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See you next week!

Fratman

SCUM - Hotfix 0.9.606.86781

[h3]Hello everyone, happy Thursday! Cold days are coming to a close so let's warm up some more with a hotfix, check it out! ->[/h3]



  • Fixed the issue where repair, plant and defuse interactions were not available while on ladders, making hatch doors OP from below.
  • Fixed the issue where if looking at Questbook when quests expire, player would have non interactable expired quests.
  • Fixed the issue where ending vehicle service on a car jack would crash the server.
  • Possible fix for a rare server crash relating wheelbarrows.
  • Fixed the issue where refilling turrets with multiple ammo types would sometime crash the server.
  • Fixed the issue where puppets would not attack players in big rafts.
  • Potential fix for a rare client crash when interacting with gardens.
  • Fixed the issue where players exiting vehicles could sometimes cause a server crash.
  • Fixed the issue where a rare server crash could occur when refueling vehicles.


  • Removed the Holiday menu screen (and you thought Mariah Carey would overstay her welcome).
  • Improved puppet attack tracking.
  • Settings applied inside overlapped custom zones in server settings now prioritize the smallest zone.
  • Improved puppet movement around stairs and elevated positions.
  • Adjusted protection level of all helmets.
  • Puppets will now react accordingly when taking damage from flame throwers.
  • Reduced EMP effect radius.
  • Nerfed N9 bayonet damage.
  • Lowered max running speed of skinny and normal puppets.
  • Optimized server loading time and network load for some BB elements.+