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WIP: Map Generation & Weapon Additions



[h2]Hello Deadsiders![/h2]

Now that the modkit has been fully released, the team has begun working on new content and features that we can talk about today. Some support for the modkit will continue, for example exposing more mechanics for modification, but the majority of the team has moved on to other endeavors. Before we dig into the new features, keep in mind the usual WIP post caveat; development plans may change going forwards as needed, what you are seeing here isn’t final.

We want to keep Deadside replayable and interesting each time you play, and one of the best ways to do that is create new maps to play on. But making new maps is a time consuming process, and that development time could be used to work on other cool features. The solution? Automatic map generation!

With a robust map generation system, we can quickly create unique maps for official servers without the huge time investment of making a map from scratch.. This tool will save a lot of time in the long term, but it will require a chunk of development time to make it fully functional.

Right now the team has a functional tool made, and are refining it to make quality maps. This includes tasks like improving road generation, preparing POIs, and working with foliage generation. There are a lot of aspects that make a good Deadside map, so we need to ensure that everything is implemented correctly in this custom tool.

With this new map generation tool comes some new POIs for the tool to utilize, take a look!



While the programmers and level designers are working on map generation, our weapon artists and animators are free to work on making some new content. Right now they are working on improving our weapon system and gunplay. This includes improving the overall animation system, adding new weapon attachments, and completely new weapons! First lets cover a new weapon, an improvised grenade launcher made from a Mosin-K:



As for weapon attachments, there are a bunch that we would like to add. This includes laser aiming modules, extended mags and red dots for pistols, canted red dots, foregrips, and more. Some WIP models for each can be seen here;



Some of these attachments will take more development time than others, canted red dots and foregrips in particular will require a bit of animation work so that you can physically move the weapon in new ways. Even still these will do a lot to improve our overall gunplay, and give you more ways to customize your weapons to your playstyle.

Thanks for reading, let us know what you think about these features!

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Deadside Community Mod Showcase

[h2]Hello Deadsiders![/h2]

A little over four weeks ago we released the Deadside Modkit, since then modded servers have started to appear and populate. We are already seeing some impressive mods, and wanted to showcase a couple to the community at large.

In this short video, our Lead CM Loaf covers a very modded community server with a handful of different mods, as well as a recreation of an iconic FPS map:

[previewyoutube][/previewyoutube]
As modders continue to learn and create, we hope to keep making community showcases occasionally to show their hard work. We cant wait to see what you make next!

If you are interested in learning how to use the Deadside Modkit, you can find guides on our wiki, or a series of video guides on our Youtube channel

[h3]Thanks for reading, hope you enjoy the showcase![/h3]

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Patch 1.6.1 - AI Changes & Bug Fixes



[h2]Hello Deadsiders![/h2]

On August 7th at 11:00AM CEST / 4:00AM CDT, we will begin to release version 1.6.1!

We have just uploaded this version to the public test servers, so you can login and try it for yourself right now!

This patch is primarily focused on fixing some bugs included in version 1.6, though it also comes with a couple additions to our modkit. When it comes to bugs, the most notable is the bugged hardcore bot option. In this version the option will be moved from the in game admin menu to the mod kit. So the bots should be functioning as intended after this patch.

We have made another change to the AI in this patch, with the return of the first shot miss system. This was present in the game during early access, and we decided it would be good to have it make a return. With this system AI will miss their first shot more often, but become more accurate as they continue firing. It allows players to quickly react to positional mistakes they make during PvE, but they will be punished if they can't find a solution in time. Let us know what you think about this change!

For the modkit additions, vehicle decay and upkeep values can now be modified, as well as AI damage and health multipliers. And as we mentioned earlier, the hardcore bots option can now be used in the modkit. We plan to continue adding more features to our modkit over time, so let us know what you would like to see. Modkit suggestions can be sent on our Nolt as well

Lastly, we have been releasing modkit guides on our youtube channel, check out the most recent one here:

https://www.youtube.com/watch?v=56A1c3a7YNA
[h3]Thanks for reading, enjoy version 1.6.1![/h3]

[h2]Patch Notes:[/h2]
  • AI now will miss their first shot more often, getting more accurate over time

[h3]Modkit Additions:[/h3]
  • Vehicle decay and upkeep are now moddable through StaticData
  • AI Damage and Health multipliers are now moddable
  • Added the hardcore bots option to the modkit

[h3]Bug Fixes:[/h3]
  • Removed the hardcore bots option from the admin menu
  • Fixed fishing in caves
  • Fixed some invisible collision in Khimik
  • Fixed the repair cost of the mechanics workbench
  • Fixed a bug that caused hints on empty water bottles display 20 water


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Modkit - Install and Tutorials



[h2]Hello Deadsiders![/h2]

With the release of the modkit, we have created a few guides for new modders looking to get started!

The modkit can be found here on the epic games store, you will need ~85GB of free storage space. We recommend to install on an SSD for best performance

https://store.epicgames.com/en-US/p/deadside-mod-kit

After you install, we have a video tutorial and wiki pages for beginners, both have similar info, so use whichever you prefer

[previewyoutube][/previewyoutube]

Official Deadside Wiki:
https://officialdswiki.com/en/Modkit

We are aware that some regions are currently having issues accessing the modkit on the epic games store. We are working with epic games to get this fixed

We hope this helps you begin your Deadside modding journey!

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Update 1.6: Modkit, Improved Weapon Models, QoL



[h2]Hello Deadsiders![/h2]

On July 31st at 11:00AM CEST, we will begin the release of version 1.6, and the Deadside Modkit!

The release of the Modkit is a huge achievement for our team, making Deadside moddable was a technical challenge, and a substantial endeavor. But the effort was worth it, this modkit opens up many possibilities for our community like map creation, custom logic, unique game balance and more. As much as we would like to say the possibilities are endless, modders will still need to work within the limits of the engine, game logic, and server performance. Welcome to the world of game development :))))

After the release of the modkit, you can expect to see tutorials for new modders on our official wiki, and on our youtube channel. Our modkit is a custom version of unreal engine 4, which is fairly approachable for any new modders who are interested.

For those who are primarily interested in just experiencing the new mods, playing on modded servers is really easy. You can download and update mods in game using the server browser, just click to join the modded server you want to play on!

Also included in version 1.6 are some nice looking weapon remodels, and a bunch of important exploit and bug fixes. So head down to the patch notes after taking a look at some of these new weapons


[h2]Patch Notes:[/h2]


[h3]Deadside Modkit:[/h3]

Version 1.6 will include the release of the modkit on the epic games store! The modkit is a custom UE4 version which allows you to create custom content, a few notable examples are:
  • New modded maps
  • Custom game logic and settings
  • Edit item textures, logic, and stats
  • Vehicle and Turret mods

[h3]Changes:[/h3]
  • Added 18 new boat spawners to the Potny map
  • Added bleeding effects to more barbed wired props placed in the world
  • Made generators and workstations 30% quieter, and made the fade out sharper
  • Heavily lowered the spawn chance for VSD, M99 and NK416 world spawns
  • Circular Saws now drop a radio part and two spare parts (previously only dropped two spare parts)
  • Burlap now drops two rags when disassembled instead of one
  • Bearing Finders can now be disassembled into two radio parts
  • Improvised Backpacks can now be disassembled into two rags
  • Optimized Mirny landscape
  • Added an option for server admins to disable their chat color to combat a potential cheat software exploit

[h3]Weapon Model Improvements[/h3]
  • Improved the model of the C1911, F57, IZH-70, TTk, Berta M9, MG36, IZH-43, Fasam, Grom, N4, M99, Mosin-K, P900, UAG, UMR

[h3]Bug Fixes:[/h3]
  • Fixed an exploit that allowed players to see through doors in specific situations
  • Fixed an exploit that duplicated items created by spawners
  • Fixed an exploit that allowed players to interact with base elements outside of scheduled raids
  • Fixed an exploit that allowed players to clip weapons through some walls
  • Fixed an exploit that allowed players to fire silently
  • Fixed multiple exploits used by cheat software
  • Fixed an issue that caused base shotgun turrets to deal lower than intended damage
  • Fixed a bug that prevented item drops from disassembly to appear if the item was stored in a vehicle
  • Fixed a bug that caused stacked items to drop less when disassembled if they were in storage
  • Fixed a bug that caused duck and fish meat to disappear after being skinned
  • Fixed a bug that allowed vehicles to clip through turrets
  • Fixed a bug that caused weapons with extended magazines to lose bonus ammo when placed in storage
  • Fixed a bug that prevented barbed wire from taking melee damage
  • Fixed an issue with custom hammer keybinds
  • Fixed a bug that prevented saving of server restarts scheduled for 0:00
  • Fixed an issue that caused base objects to flicker during high server load
  • Fixed a bug that caused revealed buried treasure to remain loaded for a long time
  • Fixed collision at the K5 tunnel entrance
  • Fixed Safezone bulbs not emitting light on Potny


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