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  3. Just when you thought it was dead....

Just when you thought it was dead....

.....it sorta wiggles a little bit. A new update of ZombVR is live now. Make sure it shows version ZombVR 1.1.1-stm in the top right of any menu in the game.

There won't be an official overhaul for this game anytime soon. But there are other VR projects in the works and they are worlds better in terms of optimization and pretty much every other way. As time goes on, things get better right? Keep in mind... I'm just one man!

However, there was a request earlier this week to change the blood to something easier on the brain. I thought that was fair request so I've added the option to turn the blood into sparks or to disable it completely.

While I was in there I thought I'd take a look at the graphics settings again and see if there was some options that could be manipulated to make the game a little nicer. So there's overall Low - Med - High now. These will auto adjust the detailed parameters. Once set you can adjust manually the detailed ones to suit your rig. Before they weren't updating properly and some were setting things to ultra high when it shouldn't and wasn't needed etc.

Also updated the engine code
(prepare for a larger update).


Not to the absolute latest. As you may or may not know, this game was made before there was an abundance of VR support in the engine. There is nowadays, but upgrading 5ish versions in one go would probably warrant rewriting the game. The only benefit in upping to a newer version from current is that there is a new shader option that significantly improves VR performance. It also downgrades the model quality, in some cases a lot. I've tweaked as much as I could to maintain a balance. But the game runs much much much much smoother now!

Some other minor stuff was done...

ZombVR_1_1_1


List of updates from ZombVR_1_1_1:

  • Added option to change blood to sparks or to disable blood altogether (soundfx unchanged)
  • Fixed issue where firing rapidly would cause some shots to hit previous shots making it look like you shot an invisible wall in the enemy
  • Modified Video and Quality settings for better variation and options. Should help run the game smoother for those that may have been having issues with that
  • Some minor code updates for optimization
  • Slowed down the 'chaser zombies' in the earlier rounds
  • General balancing of enemies
  • Upgraded engine


NOTE: Physical assets are unchanged all visual updates are settings and back-end focused.

NOTE 2: I was only able to test on Oculus as my Vive is having technical difficulties at the moment. Any Vivers out there that have a go, please post in the forum under the update thread any issues you notice - Thanks!


NOTE 3: There is and has always been a secret key combo to unlock all the modifiers :P The key is

ALT L

from the main menu. So if anyone reads this far down... check'em out. The LOW G mode is kinda fun in the subway, lol.

Enjoy

-DKG