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PTS 1.7 - Procedural Map Playtest



[h2]Hello Deadsiders![/h2]

[h3]Public testing of procedural maps begins now![/h3]

As you may have seen from our recent WIP post and teasers, the team has been working on making a procedural map generator for Deadside. This system will quickly generate a completely unique map, allowing servers to have a lot of map and gameplay variety. We already have a functional though work in progress generator that we would like to playtest with everyone.

This will be the first of several public tests before the release of version 1.7, that way we can correctly tune the generator before release. We are looking for feedback primarily on the overall gameplay experience, for example loot distribution, and PvPvE gameplay. Procedural maps will feature many new POIs for you to explore and test as well.

We will be launching three PTS servers, PvP EU, PvP US, and PvE EU. Each of these servers will have a 4x4Km map, each with a different seed. So when the test goes live tomorrow, login to the PTS and have a look around! The more feedback and participation we get from our community, the better the system will be on release

Check out the patch notes below the instructions for a list of smaller detailed changes

[h2]Feedback:[/h2]
Share your impressions and thoughts in the #feedback-pts channel on the Official Deadside Discord server

[h2]Survey:[/h2]
Please complete this survey after testing: it helps us improve the game. You can edit your answers at any moment.

How to connect to the Public Test Server (PTS):
  • Right-click Deadside in your Steam library; click on Properties…;
  • Choose BETAS, then select the “public_test_server - PTS” branch from the drop-down menu;
  • Wait for the update to download and launch the game;
  • Connect to one of the available official PTS servers, which depends on your location.
How to switch back to the live version of the game:
  • Right-click Deadside in your Steam library, then click on Properties…;
  • Choose BETAS, then select the “None” branch from the drop-down menu;
  • Wait for an update to download and launch the game;
  • Connect to one of the available official live servers depending on your location.
  • Bots have a revised vision system
  • Added the ability to quickly jump over balconies using space
  • Fish now correctly appear in the player’s inventory after being caught from a boat.
  • Remodeled GRM-40.
  • Remodeled FAMAS.
  • Removed many inventory restrictions when dragging and dropping to replace items
  • The game no longer freezes when entering via the “Continue” button if the player doesn’t have the required mod installed on the client.
  • If a player places an assault ladder belonging to another player on their base, the raid block for the base owner will no longer trigger even after the ladder is destroyed. The same behavior now applies to beds and sleeping bags. Other objects (structures and modules) still trigger the raid block like normal
  • Players now hear the correct concrete footstep sounds when walking inside the building near “Khimmash” in G8.

[h2]Thanks for reading, enjoy the playtest![/h2]

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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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