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[Sticky] Support – Modern Survival Horror Framework

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Hosna
(@hosna)
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Joined: 8 months ago
Posts: 459
 

@s_charos Hey Charos, I am really glad to hear that you are enjoying v0.5!

Regarding the custom LUT ... could you give me a little more information about how you have it set up in your Post Process Volume? Specifically, which Post Process settings are you using alongside the LUT, and what exactly gets reset or overridden when the Update PPE function runs?

We'd like to investigate this and make sure the Options System doesn't unnecessarily override custom Post Process settings.



   
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(@s_charos)
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Joined: 4 months ago
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Its a simple LUT for color grading , other settings right now I cannot confirm that they have been overiden but the LUT was too big of a change to not notice. When the PPE function runs somehow I dont see my LUT being aplied. I will do some extra investigation to see what gets overiden and what not and will inform you.



   
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criss1818
(@criss1818)
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Joined: 5 months ago
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@farshad hello! Is possible to make the enemy AI much more aggressive and keeping following the player? Theare are any data that I can change for it and how much time can pass before he can  attack the player  again? 



   
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Farshad
(@farshad)
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Joined: 8 months ago
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@criss1818 Yes, the current Zombie AI is designed to behave like the classic slow and less aggressive Resident Evil-style zombies by default.

Besides the zombie movement and attack speed, you can also open AC_AIBehavior and adjust values and functions for AI behavior to make it faster and more aggressive.

For v0.6, we're also considering adding a second zombie type with much faster and more aggressive behavior, closer to the zombies in Left 4 Dead. We're currently exploring this idea, so more details will come later.


This post was modified 5 days ago 3 times by Farshad

   
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criss1818
(@criss1818)
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@farshad thank you! I dont know if I understeand but is the framework going to 0.6 directly on 1.0? If so,please consider an idea on the locomotion state machines on the 0.6,also is the stalker still the main feature of the update right? 

Will the 1.0 updates for example 1.1 in the future be directly manuals and not by creating a new project and moving it all there?

Also is a really good idea about the left 4 dead zombie! Do you think the new inventory system can also be not grid based? So we can select which one to use also for the locomotion between gasp or state machines on 0.6 if the framework will going directly on 1.0

 

Also where is the save system logic handled? Is possible to separate it if I will not include the chest in the game?  I know the save is handled by the item chest,but I was wondering if I can take the logic and put directly on the save point.



   
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criss1818
(@criss1818)
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@farshad hello,I just did the upgrade on 0.5 but I cant see the options in the main menu,I have found these issues inside the widget. Its like the bp character and main menu are still the 0.4 one but I didnt migrate the old main folder to 0.5,just assets.

edit: resolved,I think I did the import on some blueprints that were moved in another folder,now it looks all good.


This post was modified 4 days ago 2 times by criss1818

   
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Hosna
(@hosna)
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Joined: 8 months ago
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@s_charos Thank you for the detailed explanation. We'll look into this further. If you find anything else about it, we'd really appreciate it if you could let us know.



   
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Farshad
(@farshad)
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@criss1818 Yes, after 0.6, we’ll move directly to 1.0. For the updates after that, we also have plans to add some manual options with a section in the forum.

Regarding the save system, all the logic is located in the AC_SaveGame comp, and the SaveData and SaveGame methods are responsible for handling it. The new inventory system is not grid-based, and if it gets added, it will be optional, so you’ll be able to choose which inventory system you want to use.

As for separating the save system, I’m not sure I understand what you mean. Could you explain a bit more about what exactly you’re trying to separate?

About your other question regarding migrating to the new version:

0.5 should be downloaded as a fresh project from the Launcher, and then you should add your own assets and systems to it one by one. Doing it the other way around or copying folders from 0.5 into your existing project is not recommended at all.


This post was modified 3 days ago 2 times by Farshad

   
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criss1818
(@criss1818)
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@farshad I understeand,sounds good! 

If I remember correctly the levels needs always a chest item because is how is handled the inventory of the player between levels,right? 

I mostly don't want to include the chest since I mostly want to be able to use the optional not grid based inventory,so I don't mostly will need the chest box in the project.

Or maybe the save items are also handled by the save system? So I can include only the save point in the project for handling the items on the player in the inventory and the save logic itself.

As for creating builds,since we need to move the movie folder for the health hud and the intro,will also be possible to remove them? So I basically will not have the health inside the inventory,maybe I can also think to remove it from the widget itself on the 1.0,but I will also do some builds for now and see if it works all good! If there will be any problem,I will make you aware of it!

Also,just one question about the difficulty levels in the classic framework,how they are handled there? Is mostly by changing the variables (for example more health for the enemies) depends on which difficulty the player will select? Do you think it can also be implemented in the modern for the 1.0 for example?

I also suggest to think at the options widget on the pause menu if possible!


This post was modified 3 days ago 2 times by criss1818

   
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Farshad
(@farshad)
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Joined: 8 months ago
Posts: 488
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@criss1818 The Storage Box doesn't need to be visible or accessible to the player in the level. You only need to have its actor placed somewhere in all your levels. You can simply place it far away, outside the playable area and completely out of the player's view.

Regarding the build, if you're not using any cinematic videos through the Movies folder in your own project and you're also not using the Health HUD, then yes, you don't need that folder. However, you don't actually need to delete or move it either; you can go ahead and package your project as it is right now, and it should build without any issues.

As for the Difficulty System in the Classic Framework, the selected difficulty affects several things, such as the amount of ammunition and health items available, whether a specific item like the Ink Ribbon is required to save the game, the strength of enemies, and more. That's a good suggestion! We may consider bringing a similar Difficulty System to the Modern Framework as well.

Regarding the Options Widget, it's actually already available from the Pause Menu in the current version.



   
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(@iamry4ndee)
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@farshad Hi, what is the proper way to disable strafe only movements and make character face and move to the direction based on direction input/pressed? I was able to do it somehow but something in the system or maybe in GASP still persist and it still tries to snap away from the characters current facing direction.



   
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(@g4bri3lknight)
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Hi Dark Silver Games team,

First of all, congratulations on the v0.5 release and thank you for all the work you put into the framework!

I noticed that the official documentation still seems to refer to an earlier version (0.4.x) and doesn't cover the v0.5 changes yet, such as the new flashlight system (handheld and chest-mounted). Do you have an estimated timeframe for when the documentation will be updated?

I also have a specific question about migrating. My project started from v0.4.3, and I have only used derived classes (child Blueprints) of the framework's classes, without editing the original framework assets directly. In this case, can I simply replace the framework folder in my project with the v0.5 one, or are there any breaking changes, renamed or removed assets, or manual steps I should be aware of? If there is a changelog or migration notes for v0.4.3 to v0.5, I would really appreciate a link.

Thanks again for your great support!



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 8 months ago
Posts: 459
 

@g4bri3lknight Hey, thank you for your kind words!

Most parts of the current documentation are still compatible with v0.5, as many of the core systems and workflows remain the same. There are only a few sections that need to be updated or expanded to cover the new v0.5 changes and features, such as the new flashlight system.

These updates will be added to the documentation soon. We’ve been a bit busy working on v0.5.1, which has caused a delay in updating those sections, and we sincerely apologize for that.

Regarding migrating from v0.4.3 to v0.5, the only method we currently recommend is to download a fresh copy of v0.5 from Epic launcher, use it as the new base for your project, and then manually migrate your own custom systems and assets from your previous project into the new version.

We do not recommend simply replacing the framework folders in your existing v0.4.3 project with the v0.5 folders, as there have been changes between the versions and this approach may result in conflicts or broken references.

As we are mentioned before, our goal after v1.0 is to introduce a DIY section on our website. Changes introduced in future versions will also be documented there with instructions on how to apply them manually to an existing project. This should make it possible to update the framework without having to start from a fresh version each time.

Until we reach v1.0, however, the fresh-version migration method described above remains our recommended approach.



   
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(@g4bri3lknight)
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@hosna 

Hi, and thank you for the detailed reply, that's really helpful!

Understood about the fresh-copy migration for now. Since you mentioned v0.5.1 is already in the works, do you have a rough estimate of when it will be released (days, weeks, or longer)? I'm about to migrate my project to the new base, and if v0.5.1 is coming soon I would rather wait for it and migrate only once.

Also, do you know if v0.5.1 will contain changes that affect existing projects, such as renamed or moved assets, or is it mostly bug fixes and small improvements?

Thanks again for your great support, and I'm looking forward to the updated documentation!



   
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(@iamry4ndee)
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Posted by: @iamry4ndee
↑

@farshad Hi, what is the proper way to disable strafe only movements and make character face and move to the direction based on direction input/pressed? I was able to do it somehow but something in the system or maybe in GASP still persist and it still tries to snap away from the characters current facing direction.

Anyone? 

 



   
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