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SCUM - Development update #107

[h3]Hey there SCUM community - it's that time of the week again(+1)! Here's a new dev update for your reading pleasure![/h3]



The programming team is working on a wide variety of features and tasks. They are working on everything from weapon malfunctions, armband and headlamp items, turrets, quests...and I even heard the sound of a familiar female AI assistant voice somewhere from their room. Apart from that, the team was also researching some of the level-of-detail discrepancies in the game and has been optimizing the rendering of the map. Last, but definitely not least, the team was also working on the base building ladder connecting and on additional anticheat functionalities.



Our level designers are still at it with some of the already mentioned reworks of the weapons factory and coal mine POIs. However, they've also been reworking the riverbanks and some of the base building elements, and have been setting some cliffs on the mountainsides.



Our animators are currently focused mostly on bugfixing and on creating a new trailer for the game. They've also completed the animations for the new SCAR weapon and are finishing up the end credits for the game, as well as the Halloween update.

The rest of the art team is working on a wide variety of things. Apart from bugfixing and overall optimizations, they are reworking the AKM and RPK weapons and are working on the Hellrider body for the Cruiser vehicle. Work has also continued on the base building turrets (shown in the screenshots below) and on reworking the dropship, as well as some TEC-1 quest items. The rear lights for the quad are being fixed, while new lights on the sports bike will be implemented.

The soft surface art team is working on the reworking the female inmate pants and shirt. While we're on the subject of clothes, they have also been working on a rework of the folded clothes as well. Work has also started on the armbands and on the armed NPCs.

As promised, have a look at the early work-in-progress screenshots of the turret in all its glory:











The sound team's focus was on creating sound designs for the turret and for the quests.



Nothing new to add here. Same as every week.



Work has continued on the design of the quest system, and work has started on the tutorial. They've also worked on the new weapons scope, as well as the armband functionality.


__________________

And now it is time for Q&A:


  • As we've mentioned in the 'art' section, we're making preparations for the Halloween update which will go live sometime by the end of the month.


  • There was an issue where some of the encounters that were expired were reactivated on server restart instead of being erased from the server's database. I know it's a bit technical, but that's the rough explanation.


  • First off, you need to make sure that the dropship basebuilding encounter is enabled in the server settings and then your base needs to have the required amount of elements for the dropship to attack it.


  • Do you have a mask equipped by any chance? When you have a mask on, then you are unable to eat. If that is not the case, then we'd like to kindly ask you to report it via the following link: https://scum.help.jagex.com/hc/en-gb/requests/new?ticket_form_id=22542144743185 As for the night, it lasts proportionately to the daytime (roughly 16:8). Nighttime provides an additional layer of challenge as you need to be adequately geared to do things during the night.


  • The Brenner is a powerful being that cannot be killed as it literally has phoenix tears for blood. The idea behind him was to create a threat which cannot be defeated and which you can only outsmart or outmaneuver. That's why they can only be found in abandoned bunkers and why the ultimate prize is to get a sample of his blood which you can then use to heal yourself.


See you next week!

Fratman

SCUM - Hotfix 0.9.543.81099

[h3]Hey everyone, the days are getting colder but our hotfixes are getting hotter, check it out![/h3]



  • Fixed an issue where sometimes the dropship BB event would not start.
  • Fixed the issue where you could not vault through some narrow windows.
  • Fixed the issue where you could not install Motorbike battery after removing it.
  • Fixed the issue where character foot would sometimes bug out.
  • Fixed the issue where you could hear other players parachuting down.
  • Fixed the issue where flying vehicle detection would sometime give false positive reports.
  • Fixed the issue where #VisualizeVehicleTrajectory command would sometimes cause a client crash.
  • Fixed the issue where players could sometimes pick up chests through closed doors.
  • Fixed the issue where admin spawned Razors would follow admin drones.
  • Fixed the issue where cut interaction would sometimes not work.
  • Fixed the issue where you could not pick up weapons after removing weeds from the garden.
  • Fixed the issue where puppets could spawn directly behind you.
  • Fixed the issue where airplane would not apply parking brakes if a copilot was mounted.
  • Fixed the issue where some character heads had too much texture brightness.
  • Fixed the issue where red tool containers in abandoned bunkers could not be looted.


  • You can now put only 100 items in trader cart per transaction/trade.
  • Implemented higher bullet spread when shooting from vehicles, depending on the vehicle speed.
  • Optimized encounter virtualization.
  • #ScheduleWorldEvent BP_CargoDropEvent will now drop at the exact given coordinates.
  • Added new commands to compensate the difference:
    #ScheduleCargoDrop

    This will spawn a cargo drop around the player that entered the command.

    #ScheduleCargoDrop steamid

    This will spawn a cargo drop around the player with the corresponding steamid.

    If there is no suitable cargo drop location with these commands due to BB flag area/restricted POIs you will receive a message. Couldn't find any suitable nearby location to schedule a cargo drop.

SCUM - Development update #106

[h3]Hey hey everyone happy Monday! Hope you all have a wonderful start of the week. We're in the middle of the big move but still wanted to bring you the news in another Dev update! [/h3]



This will be a different format for this week as a lot of us are in the middle of moving offices to a bigger space. That means I also lost access to my notes for alot of it but still wanted to keep you guys posted, enjoy some photos of Matofski and Daruis looking at the mess we made.





In the meantime the rest of the team continues hammering away on their keyboards on both the new stuff and the bug fixing. As soon as I can access my notes again we will go back to our regular programming.

See you soon!

-Beda

SCUM - Development update #105

[h3]Hey hey everyone, happy Tuesday! Hope you are all good! Let's get this week on the road with a dev update![/h3]



You got a lot of news last week with the progress of the programming team, and mostly it continues on in this update as well. Work continues on quests and armed NPCs. With a little bit of bugfixing, mmore work on foliage simulation there is also something new brewing. Or better to say the return of the old. With the support of the animation team done, work has finally started on reintroduction of weapon malfunction. Will keep you posted on the progress.



Level design working hard on those optimizations and map reworks. Including sorting textures, replacing old assets, and touching up on POIS including airport, castle, etc.



Art team also optimizing as crazy. Animators working on new weapon animations, bugfixing and animating a new secret feature. All I can say is bases will be a bit safer.

Work continues on the cruiser bike, and new weapons. But also old weapons are getting a touchup.
2D is also working on some storyboard ideas as well.



The sound team work continues on ambient sounds and their implementation. With that it looks like we will be getting some updated guitar sounds as well.



QA/CM team doing business as usual: finding new bugs, testing new features, catching cheaters, and staying in contact with all of you. Also cooking up something that will interest all of you but more on that next week!



Questing system, questing system and questing system. It is almost as if that is all they do. They also been discussing the schedule on future updates.


__________________

And now it is time for Q&A:

  • Brenner indeed does get stunned after a certain damage point for 10 seconds. Which should give you enough time to escape.

    It is a cool idea we toyed with as well, but it is a lot of work as well. So the priority right now is on finishing the features planned for the full release.

    Unfortunately not currently possible as it would break the snapping and stability system completely. We had those cases in the past.


  • Yes indeed, It is still in the works and will be so until it is ready.


  • Chopper is the one we can bring back the fastest at this point. And the faster we can bring it back the quicker we can get on other vehicles. New weapons will arrive as well.


  • Something like it is planned in the future. In what form and how exactly is still something that is in discussion.


  • As for the first one we agree that camo is an issue at this point, which is why it has been disabled for the past 4 years. What you are experiencing with trees and bushes sometimes is the anti 3rd person peaking happening but long distance. Optimizations that are in the works will take care of that problem.

    As for the other thing, will forward it to the QA guys to check it out.


Have an amazing week all!

Beda

SCUM - Hotfix 0.9.542.80211

[h3]Hey there prisoners! Hope you're having a great Tuesday! We've got another hotfix today with a significant number of fixes and improvements to make your day even better.[/h3]



  • Fixed the issue with the flickering ground textures.
  • Fixed the issue with wrong nutritional values for cooked food.
  • Fixed the issue where you were not able to fill containers on wells.
  • Fixed base building wells.
  • Fixed an issue where the cargo drop would not work as intended in singleplayer.
  • Fixed an issue where you could not disarm suicide puppet when the mines and traps setting was off.
  • Fixed an issue with the collision on the RIS plow.
  • Fixed an issue where the destruction of the roof or walls would destroy base building elements around them.
  • Fixed an issue where players could fall through the base building elements if logging out on them while being prone.
  • Fixed an issue where you couldn't buy base building expansion kits at general goods trader.
  • Fixed an issue where the RPK magazine would change color when the player would check their ammo.
  • Lockpicking minigames will now automatically fail when lockpicking a vehicle that moved out of range.
  • Fixed an issue where puppets could not reach you when riding a RIS.
  • Fixed an issue where prisoners could cut trees from any distance.
  • Fixed an issue where bases could be built around the event areas of Novigrad and Primal hunting ground.
  • Fixed an issue where jogging with a bow in combat mode with a female character, or standing still with bow in combat mode would make the shoulders look glitched.
  • Fixed an issue where players were unable to place a twig ramp on the foundations with walls.
  • Fixed an issue which caused walls and roofs to stay morphed even after destroyed.
  • Fixed an issue where attempting to change Dial Lock combination would fail when starting the minigame.
  • Fixed an issue where suicide puppets would not drop anything when being searched.
  • Fixed an issue where players couldn't put Belt Pistol Holster and Melee Weapon holster items into the trade table
  • Fixed an issue where the standing torch could be built within existing base building elements
  • Fixed various other base building issues.



  • Improved flying vehicle cheat detection.
  • Replaced finger gun emote with Yusuf pose.
  • Increased shark spawn times to 10 minutes if you're in the water and 3 minutes if you're bleeding.
  • The dropship will no longer be able to detect players who are at least 3 meters below the water surface.
  • Gameplay.log will now print correct success value for the dial lock and the switchboard mini game in the abandoned bunkers.
  • The #spawnrazor command now has a location argument, meaning that you can spawn it by either using:


    • #SpawnRazor "coordinates" (don't forget the apostrophes!)
    • #SpawnRazor steamid
  • BB dropship encounters can now trigger even when base damage is turned off in the settings or config.
  • Added new sentry spawner preset for basebuilding dropship event (Character-Sentries-SentryDropship.json)
  • Player under new player protection will now be invisible to dropships.
  • Improved and updated LODs for base building cement foundation and walls.
  • Lowered collision damage for the RIS.
  • Puppets that manage to climb the RIS will now slide off when velocity reaches 10 km/h.
  • RIS wheel armor can no longer be repaired without a car repair kit.
  • Tweaked RIS animation while mid air during hang time.
  • L-shaped support frame can now be placed on triangle foundation.
  • Single doors now get destroyed when their frame is destroyed.
  • Lowered the chance to trigger a horde




[h3]''World'' category > ''NPC'' subcategory
[/h3]

  • scum.DropshipWorldEncounterSpawnWeightMultiplier=0.000000
    This setting multiplies base value for a dropship world encounter to spawn. This setting replaces scum.EnableWorldEncounter=0 which was used to just enable or disable world dropship encounter. The base weight values are the following:

    Puppets 80
    Animal 19
    Dropship 1

    If Base scum.DropshipWorldEncounterSpawnWeightMultiplier is set to 1 chance for the dropship world event would be:

    1/(80+19+1)
    = 1/100
    = 0.01 (1%)

    If the setting was set to 100 then the calculation would look like this:
    100 / (80 + 19 + 100)
    100 / 199
    0.502 - 50%

    This value applies to the LTZ (Low Threat Zones) which has 20% chance to trigger the event, after the event is triggered the game will determine which of the 3 events will be triggered (puppets, animals, or dropship)

  • scum.PuppetWorldEncounterSpawnWeightMultiplier=1.000000
    This setting multiplies base value for a puppet encounter to spawn.

  • scum.AnimalWorldEncounterSpawnWeightMultiplier=1.000000
    This setting multiplies base value for a animal encounter to spawn.

  • scum.EncounterHordePuppetHordeActivationScreamOverrideChance=-1.000000
    This setting sets the chance for the puppet scream to be a horde activating one. The range for this setting is from 0 to 100, with the default value being -1, which equals 20%

  • scum.DropshipHealthMultiplier=1.000000
    This setting sets dropships max health multiplier.

  • scum.SentryHealthMultiplier=1.000000
    This setting sets sentry's max health multiplier.

  • scum.BaseBuildingAttackerSentryHealthMultiplier=1.000000
    This setting sets base building attacker sentry's max health multiplier.



[h3]"Damage" category
[/h3]

  • scum.SentryRailgunDamageMultiplier=1.000000
    Adjusts sentry railgun damage.

  • scum.SentryGrenadeDamageMultiplier=1.000000
    Adjusts sentry grenade damage.

  • scum.BaseBuildingAttackerSentryDamageMultiplier=1.000000
    Modifies damage from attacker sentries to base structures.

  • scum.BaseBuildingAttackerSentryRailgunDamageMultiplier=1.000000
    Adjusts railgun damage from attacker sentries to base structures.

  • scum.BaseBuildingAttackerSentryGrenadeDamageMultiplier=1.000000
    Adjusts grenade damage from attacker sentries to base structures.

  • scum.SentryBaseBuildingDamageMultiplier=1.000000
    Modifies damage dealt by attacker sentries to base elements.

  • scum.DropshipDamageMultiplier=1.000000
    Sets the damage multiplier for dropship attacks to characters.

  • scum.DropshipRailgunDamageMultiplier=1.000000
    Adjusts dropship railgun damage to characters.

  • scum.DropshipBaseBuildingElementsDamageMultiplier=1.000000
    Adjusts dropship damage to base elements.

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[h3]Known issues that are being worked on[/h3]

  • Poop is not visible on the ground after defecating
  • Certain characters have mismatched colorations between neck and the rest of the body