Hi, sorry for the question, but I can't check the update for the next few days. Is metahuman support for the player character, zombie or both?
@commancho The MetaHuman skeleton support is added for the player character only, the zombies use the default UE4 skeleton.
@keriwan oh thanks... I’m really glad you’re happy with the update😊 More features will be added in future updates!
Handheld flashlight considered in 0.5, huh!
I wanted this. Thanks!
It'd be cool if the left hand holds flashlight and the right holds pistol.
Maybe an Alan Wake style Zombies are vulnerable only if they have light shining on them kinda mode could be considered. Though you'd have to check if it's patented first.
Can I know what the new weapons in consideration are?
I have bought it now. But I am curious if the price will increase after it enters 1.0
@kosur Thank you for your support 😊
Yes, the price of the product will increase after reaching version 1.0. The current price is for the Early Access version.
🔹 Modern Survival Horror Framework – v0.4.2
Added:
- Added support for double doors.
Fixes:
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Fixed an issue where melee attacks could be performed while airborne, allowing interactions or crouching during the attack and causing animation state inconsistencies.
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Narrow Gap Interaction - Fixed an issue where players could use quick slots while inside a narrow gap. Now, the quick slot function is not valid during Narrow interaction.
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Fixed an issue where Foot IK could detect interaction objects as ground, causing incorrect foot placement and character offset near interactive objects.
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Fixed an issue where the injury animations were conflicting with traversal animations.
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Improved zombie AI responsiveness to prevent cases where zombies could remain unresponsive after being shot.
Community contribution:
Special thanks to @kesotiv for reporting bugs and helping improve system stability.
@hosna Thank you very much for the update! There are a lot of good changes.
I would like to mention that the transitions to other levels with the auto-save system are excellent.
But will it be possible to secretly save the level state during the transition without creating a slot?
Example: I do not want to use auto-saves and only use stationary locations to save the game. However, I still need to save the level state if the player transitions to another map and forcefully load it if the player returns to the previous level.
I also wanted to say thank you for the ability to pick up a separate location map - this is a really cool update, and thank you for listening to your users!
I'm really looking forward to when it will also be possible to pick up a flashlight (without adding it to the inventory) and use it fully when turning in place.
I really like how it's done in RE3 Remake.
- If the flashlight is turned off, turning in place is disabled, and the character stands still, allowing us to rotate the camera around them (the character only turns their head to follow the camera within the possible range).
- If the flashlight is on, the character turns around and follows the flashlight beam (even if they don't have a weapon in their hands).
I also think it's a great idea to have the flashlight attached to the character's clothing instead of being in their hands, as it eliminates unnecessary animation issues when they have a large weapon in their hands and both arms are occupied (as seen in the SH2-Remake).
I noticed that there are some problems with the physics of the doors in the current update. Sometimes they behave incorrectly. This is also seen with the main character and AI bots. If you need more information, I can record a video for you.
You are definitely moving in the right and high-quality direction. Your product is becoming very valuable with every update, and I'm really glad I bought it. I will also recommend your product to all my indie game developer friends.
I'm glad you're enjoying the update, and thank you very much for your kind words and for recommending the framework to your fellow indie developers 😊 We truly appreciate your support!
I'm also happy to hear that you're enjoying the new map pickup system. it's great to see your positive feedback on it.
Regarding the auto-save system, the current implementation uses a dedicated slot during level transitions. This slot is then used by features such as the Continue button in the main menu and the Load Game widget.
At the moment, the transition save system relies on this dedicated auto-save slot. If you would prefer not to expose auto-save slots to players, one of the simplest solutions would be to add a small filter when displaying save slots in the Save/Load UI (either from the main menu or when interacting with a typewriter). This filter could hide auto-save slots and display them as empty slots instead. There are other approaches as well, but this is probably the quickest and easiest one to implement.
As for the flashlight suggestion, I believe we already added it to our review list some time ago( I think you suggested it as well 😀 ). I definitely agree that it could improve the overall experience, and we'll continue evaluating it for a future update once we find the best implementation approach.
Regarding the door physics issue, I would really appreciate it if you could record a video showing the problem. It would help us understand exactly when and under what conditions the issue occurs. Also, could you let us know whether this behavior started in the recent 0.4.2 update, or if you see it from 0.4.1 version?
Thank you again for the valuable feedback, suggestions, and support!
@hosna Hi, some of these bugs have been fixed, but it is still possible to interact with items, merchant, narrow gaps, and ladders while attacking. The last two still cause the same bug as climbing.
Weapon and Laser line trace still gets blocked by the sphere collision of items.
I found a few more bugs:
1. Narrow gap camera bug
If the character is moving, pressing rapidly W and S during movement causes camera to move as well, which can make it end up too far away or too close. I tried to fix this myself some time ago trying some conditions, but I could not manage to do it.
2. Ammo duplication
All you need to do is deposit ammo into storage box, only if the weapon is equipped, ammo count does not update properly. If the weapon is not equipped, this bug does not occur. This makes it possible to stash and withdraw increasingly more ammo. When that weapon is put away and then taken out of storage box again, the reserve ammo counter returns to the correct value based on the amount currently in the inventory.
Video link with these bugs:
https://youtu.be/i9t23610RmI?si=yW2DxIPF5J_xVhQq
@kesotiv Thank you for taking the time to report these issues and for always helping improve the framework with your detailed feedback.
I've added these points to our list and will review them for a future update. Your feedback is greatly appreciated and helps make the framework better for everyone 👍
@hosna I tested this in version 0.4.1, and after installing version 0.4.2, I noticed significant changes related to doors. They seem to be working more consistently. Thank you.
The bugs I encountered in version 0.4.2 are as follows:
- When a zombie got too close to me, I decided to squeeze between the walls. However, the zombie hit me while I was in motion. After the zombie hit, the main character's animations were messed up, and I couldn't move forward or backward.
Currently, I've noticed that the zombie still tries to hit us in places where it's unnecessary. Additionally, the zombie doesn't actively pursue us when we're behind a door. As for my suggestions, I'd like to see the zombie able to break through doors if they close after us.
- Another bug is related to the chain-locked weapon Locker. I cut the chain with bolt cutters, I see the interaction widget to open the Locker, but it doesn't open. That is, there is some kind of block in the logic, the "E" button is not available at this moment to open
@rozhkovskyproduction Thank you for confirming that the issues you observed for doors in the latest version have already been improved and addressed. I also appreciate your additional feedback on the other points you mentioned 👍
Zombie behavior does need some level of customization as well. For example, in traversal, Ladder or narrow areas, a modifier can be used to prevent zombies from entering those zones. We are also also currently working on improving the AI system so that additional logic can be added to zombie behavior, allowing them to react differently when the player enters specific locations.
Regarding the weapon locker, this is already under review.
🔹 Modern Survival Horror Framework – v0.4.3
Added:
-
Zombie Grab & Bite System with QTE (Animations Not Included - Requires Your Own Animation).
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UE 5.8 support added.
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New Discard System: Keys and keycards become discardable after all related doors are unlocked, showing a trash icon next to them in the inventory.
Improvements:
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AI Improvements.
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Adjusted AI vomiting frequency.
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Corrected Animations folder paths.
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Enhanced Combination Lock system.
- Improved the Multiple Key Cards system.
Fixes:
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Resolved Community-Reported Issues.
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Resolved injured state issues while unlocking doors.
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Refined pipe inspection offset.
- Fixed Weapon locker reported bug.
Community contribution:
Special thanks to @kesotiv , @rozhkovskyproduction , @gamestart , @jsanzs , @calo for reporting bugs and helping improve system stability.
I just saw the release notes for version 0.4.3 and wanted to congratulate you all on the new update. The new QTE system and key discard mechanic look amazing and add so much value to the framework.
It's a pleasure to contribute in any way I can to make this framework the best on the market.
Keep up the excellent work, you guys are great!
I'm really looking forward to seeing what version 0.5 brings!
