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SCUM - Development update #95

[h3] Hey hey everyone, happy Monday. We have another Dev update for you with another round of sneak peaks! Check it out! [/h3]

As is tradition right now, we have another Friday BTS video, this time with our animators Stella and Lea, our newest CM Fratman and yours truly. So make sure you check it out as well!

[previewyoutube][/previewyoutube]

Now down to the dev update.





Programmers are still on more or less the same stuff from last week. Just comes to show how much time it goes into it. So we have progress on new BB elements (maybe a lil sneak peak below), heaps of bug fixing, continued work on movement rework and of course the dropship and encounter system. You saw that peak last week. The peak for programmers this week will be the changes that have been going on with the UI. There will be several so I managed to get a WIP peak on one of them.



One of the goals is to keep the UI from feeling like just an addition and have it more immersive. So we are tuning it to be a bit more in the background and highlight when it is something you need to pay attention to.


Level design doing the same good stuff from last week as well. But I finally manage to snag some WIP from them on some new BB elements. So check these out!



These are the first concept of new furniture that you requested. Now do note it is concept not final form, so there might be changes when it finally arrives.


Art department busy as well. Work continued on new foliage you saw last week, animators are still working on the new trailer and work has started on animating new NPCs as well.

Hard surface have been hitting weapon models and weapon attachments as well. From new scopes to optimizing and reworking old weapon textures.

Soft surface is still on reworking clothes and new clothes as well.


Audio team has finally finished their research and have started on new overall game mix. What that means exactly, I will let you know what that will mean once I manage to catch them and have it explained to me first.


QA are still at it with sniffing out bugs and reporting them further on. As for CM/Marketing, just as it is in the video, I am not telling.


Game designers are on it implementing the new BB elements functionality, and they have also provided some sneak peaks for you guys as well. So yeah more elements. They also asked that you guys let us know what you think in the comments!







Until next time,

Beda

SCUM - Hotfix 0.9.538.73922

[h3]Hello all, enjoy this heatwave with an even hotter hotfix! [/h3]



  • Fixed the issue where canabis plant did not have a texture.
  • Fixed BB element duplication exploit.
  • Fixed the issue where flamethrower flame did not have a texture.
  • Fixed the issue where keycards would show wrong expiration time on pickup.

SCUM - Development update #94

[h3] Hey hey everyone, happy Monday. You already know it is time for another Dev update! Check it out! [/h3]

Seems you guys can't get enough of these, so it's become a regular thing now. Check out the last Friday behind the scenes video featuring Ismir and Sara!

[previewyoutube][/previewyoutube]

This week on the dev update we will be showing you guys some WIP stuff as well, as promised. So you can see what we've been talking about all this time.





As always we start with the programming squad. They continue their work from last week hammering away at that keyboard. For this update I even manage to get some sneak peak for you guys.

Here we can see a young dropship hatching on the test level, observed by mama crow in the background.

As you can see still very much a WiP as is everything in this post, yet progressing nicely.
Other than the Dropship system we have progress on BB elements, movement rework, virtualization etc. and of course even more bugfixing. I wish I had more to say on this but it is more or less the same thing from last weeks post.

Will let you know when I can share more so enjoy the sneakpeak for now.


Optimizations are progressing well. This not only helps us save on memory space but it also allows more options such as the new BB elements being implemented. Other than that work has resumed on reworking the POIs, not just from the optimization standpoint.




We have something to show from the art department! Work is being done on new foliage, and the way foliage is rendered. It is still very early to tell but it looks promising.

Right the snow biome is being done.

Before After

Again noting this is still early WIP, you can see more details in the environment. Not only that but trees will change as well. All of our trees are naked at the lower end like the ones in forward placement in the picture but we are adding diversity by having some of them branching out lover as well. So hiding in the woods will very much be a viable tactic. Improvements are being made in the distance as well, and we are hopeful we can bring back distant foliage so you do not stick out like a thumb in the distance.


The audio team is still at it with the new audio mixing methods. Nothing much to say here, for now.


QA guys have been really busy with not just the testing but managing the new anti cheat methods that have went live with the hotfix. So look carefully you might see them on the server lurking. As for CM/Marketing we've been busy with a lot of stuff that I cannot even mention at this point, but I can say you have a lot to look forward to in the future.



Game designers are still on it with sorting the feedback out and converting it to future features., and also sorting everything out for the next update. So same as last week. Literally.


Hope you like the sneak peaks and we will see you next time!

Beda

SCUM - Hotfix 0.9.537.73638

[h3] Hey everyone hope you are all good, we are releasing a small hotfix concerning some of the bigger issues, so check it out! [/h3]



  • Fixed the issue where drones destroying fortifications would sometimes cause a client crash.
  • Fixed the issue with the server crash that sometimes occurred.
  • Fixed the issue with the bunker door exploit.
  • Fixed the issue with the trader exploit.


  • Implemented new anti-cheat methods.

SCUM - Development update #93

[h3] Hey hey everyone, happy Monday. You already know it is time for another Dev update! Check it out! [/h3]

In case you missed it there was another behind-the-scenes video on Friday, this time with 2 of our shy boys Dave and Brane (and kudos to Darius for getting them to be in front of the camera). Get a snippet of what is going on in video format here:

[previewyoutube][/previewyoutube]





Starting off with our lovely programmers. They've been some busy bees. Work continues on getting systems in place for the new BB elements from your feedback. Hopefully, we will have some shareable results soon. Work has resumed on movement rework as well. Showing them right now would just be lines of code and I've been told I will get in trouble with the legal if I showed it. We have virtualization of the favorite subject, the encounter manager. Giving us more options with it and it is crucial with the implementation of the dropship system. We are also looking into some new player experience improvements, so we are experimenting with new player protection. Now we want new players to have a chance but we are wary of some bad actors and are keeping watch on it. To top it all off we have tons of bugfixing, code review, and also working on persistent collisions. What this will hopefully give us is a reduction if not complete removal of situations when vehicles fall through terrain. And ofc the vehicle radio part.


Level designers finally have something new to tell. They started on optimizations on specific POIs these include Samobor city, trainyard, fish factory and many more. Optimization is a priority as well as you already know, we already pushed UE4 to the brink so we need to lighten the load. They are also working on the new BB elements for you lot.


Not much changed for the art department. Which shows the amount of work it takes for these.

Animators are still working on the new trailer and resolving issues with animations, both hard and soft surface are on optimizations. There is some new farming content on the way, and the quad modular parts are progressing nicely.

The audio team is working on new audio mixing methods, to elevate the sound and resolve issues that can sometimes take you out of the game.


QA/CM/Marketing time. The QA guys are looking into issues as always and resolving issues with the master server over the pond. With that, they are constantly on the lookout for cheater reports and deal with them as soon as they can. They are also testing the new anti-cheat measures. CM has been communicating with you guys and also cooking some things you will see this week, so keep an eye out! And marketing is also cooking some materials and helping the CM team with the future things, big things.


Game designers are still on it with sorting the feedback out and converting it to future features., and also sorting everything out for the next update.


A bit shorter list this time as it's been hectic all around. But it was lovely to see all of your feedback on how you like the new format. I will try and run around to get you some visuals for the next week as well. Have a nice rest of the week everyone and talk to you soon!

Beda