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Bug Reports – Modern Survival Horror Framework

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Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
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Zombies still don’t deal damage if we run up to them as close as possible (while the attack animation plays), but the player is safe. I consider this a critical error.



   
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Hosna
(@hosna)
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@rozhkovskyproduction Thank you so much for your report,

In what situation exactly are the footsteps not playing? Are you testing v0.5.0 or an earlier version? And are you using First-Person or Third-Person mode?

If possible, could you send us a video showing the footstep issue? That would help us investigate it more closely, because on my side, I wasn’t able to reproduce this issue during testing.

As for the Zombie issue, I’ll investigate that on my side as well.


This post was modified 3 weeks ago 2 times by Hosna

   
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Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
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@hosna Version 0.5, third‑person mode.
You can test it yourself if you start running and begin running in different directions on any surface in the framework’s test map — at some point, you’ll start hearing the default step sound (which doesn’t belong to the current surface). I’ll record a video for you.


This post was modified 3 weeks ago 3 times by RozhkovskyProduction

   
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Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
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sound problem
https://youtu.be/FSdCpnoJe4o


This post was modified 3 weeks ago by RozhkovskyProduction

   
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Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
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@hosna https://youtu.be/l7LXQpS6-K0
zombie



   
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Hosna
(@hosna)
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@rozhkovskyproduction thank you for providing a video, I checked the footstep issue, and this is actually not a bug.

If you go to:

ModernSurvivalHorrorFramework/Demo/GASP/Audio/Foley

you’ll find the test audio assets we set up for different surface types such as Water, Floor, Metal, etc.

For example, open DA_WaterFoleyEventAudioBank. You’ll notice that not all of the footstep sounds have been replaced with water sounds, and some slots are still using the default footstep sounds... We simply didn’t replace all of them because we didn’t have all the necessary audio assets available 🙂 

This part requires you as developer to provide your own appropriate footstep audio assets and replace the default sounds based on the surfaces you need for your game.

As a quick test... you can assign one of the existing water footstep sounds to the other slots as well. You’ll see that the default footstep sound will no longer be heard.

If you have any other questions about setting this up, I’ll be happy to help!



   
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Hosna
(@hosna)
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Posted by: @rozhkovskyproduction
↑

@hosna https://youtu.be/l7LXQpS6-K0
zombie

 

Yes, this one is already under review, A significant part of the v0.6 update will actually be focused on AI improvements.

 



   
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Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
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@hosna If I were you, I would replace all surface sounds with the corresponding sounds so as not to confuse users. I was sure this was a bug 😀



   
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Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
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I discovered a problem with moving ammo from the storage box to the inventory. If the inventory is full, the ammo will not be added to the existing slot in the inventory until we free up a slot. V0.5
https://youtu.be/vQ6AXY62IZ4?si=0EvsNNunqdpnacjn



   
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Farshad
(@farshad)
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@rozhkovskyproduction Thanks for reporting this and for including the video! I’ll look into it, and if there’s an update or fix, I’ll post it here and tag you.



   
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