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Steam News25 January 20206y ago

v3.1 Beta Update 5

We apologize for the long absence in the past months, but we've been hard at work and we're finally back with exciting news regarding another beta update.

In this update2

Full notes

Full Zombie Panic! Source update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix1 addition9 changes0 removals
  • Compatibility
  • Performance
  • Balance
changedWe apologize for the long absence in the past months, but we've been hard at work and we're finally back with exciting news regarding another beta update. Bringing lots of improvements and major adjustments to the game's balance and performance, and Linux client support! We've heard lots of great feedback from everyone that we hope today's update should address
changedv3.1 Full Public ReleaseThis should be the last major update to the unstable beta branch. Any more beta updates from this point on should be for smaller things like bug fixes, or balance adjustments. We'll be focusing on preparing v3.1 for full public release as soon as possible, which could be anywhere up to a few months or more. So please tell us what you think about the update, so we can make necessary adjustments before full public release.
changedLinux Client SupportWith today's update Linux client support has finally arrived - bringing graphics fixes, performance boost, and crash fixes! We want to take a moment to thank the people from @GamingOnLinux community/staff who've been helping us to promote and assist our upcoming Linux client support. As well as a huge special thanks to our programmers, Jonnyboy and Shepard, who managed to make this all happen!
changedLinux Client SupportIf you use Linux, then we ask that you please give the unstable beta branch a test to see if there's any issues with the game for you (information how at bottom of announcement). Please report any issues to us on our Steam Discussion Boards , or in our Discord server .
addedImproved Recoil SystemSome time ago we introduced a new recoil system into the game, similar to the one used in Day of Defeat: Source , but heavily modified. We did this to eliminate issues with our previous default Half-Life 2: Deathmatch recoil where it caused some imbalances that made some weapons a bit too over powered due to high accuracy, and others under powered because of too much random spread in the bullets. We thought it was a good improvement from the previous system, but we overlooked many of the issues with it.
fixedImproved Recoil SystemThanks to everyone who tested it and provided feedback, we were able to come up with a better design that addressed some of the issues. We've made a video demonstrating how the improved recoil works for all the firearms under some different movement conditions (standing, running, jumping, etc.);

Zombie Panic! Source changes

  • Deathmatchmode
changedWe apologize for the long absence in the past months, but we've been hard at work and we're finally back with exciting news regarding another beta update. Bringing lots of improvements and major adjustments to the game's balance and performance, and Linux client support! We've heard lots of great feedback from everyone that we hope today's update should address
changedThis should be the last major update to the unstable beta branch. Any more beta updates from this point on should be for smaller things like bug fixes, or balance adjustments. We'll be focusing on preparing v3.1 for full public release as soon as possible, which could be anywhere up to a few months or more. So please tell us what you think about the update, so we can make necessary adjustments before full public release.
changedWith today's update Linux client support has finally arrived - bringing graphics fixes, performance boost, and crash fixes! We want to take a moment to thank the people from @GamingOnLinux community/staff who've been helping us to promote and assist our upcoming Linux client support. As well as a huge special thanks to our programmers, Jonnyboy and Shepard, who managed to make this all happen!
changedIf you use Linux, then we ask that you please give the unstable beta branch a test to see if there's any issues with the game for you (information how at bottom of announcement). Please report any issues to us on our Steam Discussion Boards , or in our Discord server .
addedSome time ago we introduced a new recoil system into the game, similar to the one used in Day of Defeat: Source , but heavily modified. We did this to eliminate issues with our previous default Half-Life 2: Deathmatch recoil where it caused some imbalances that made some weapons a bit too over powered due to high accuracy, and others under powered because of too much random spread in the bullets. We thought it was a good improvement from the previous system, but we overlooked many of the issues with it.

We apologize for the long absence in the past months, but we've been hard at work and we're finally back with exciting news regarding another beta update. Bringing lots of improvements and major adjustments to the game's balance and performance, and Linux client support! We've heard lots of great feedback from everyone that we hope today's update should address

You can check the full v3.1 patch notes here.

v3.1 Full Public Release

This should be the last major update to the unstable beta branch. Any more beta updates from this point on should be for smaller things like bug fixes, or balance adjustments. We'll be focusing on preparing v3.1 for full public release as soon as possible, which could be anywhere up to a few months or more. So please tell us what you think about the update, so we can make necessary adjustments before full public release.

Linux Client Support

With today's update Linux client support has finally arrived - bringing graphics fixes, performance boost, and crash fixes! We want to take a moment to thank the people from @GamingOnLinux community/staff who've been helping us to promote and assist our upcoming Linux client support. As well as a huge special thanks to our programmers, Jonnyboy and Shepard, who managed to make this all happen!

If you use Linux, then we ask that you please give the unstable beta branch a test to see if there's any issues with the game for you (information how at bottom of announcement). Please report any issues to us on our Steam Discussion Boards, or in our Discord server.

Improved Recoil System

Some time ago we introduced a new recoil system into the game, similar to the one used in Day of Defeat: Source, but heavily modified. We did this to eliminate issues with our previous default Half-Life 2: Deathmatch recoil where it caused some imbalances that made some weapons a bit too over powered due to high accuracy, and others under powered because of too much random spread in the bullets. We thought it was a good improvement from the previous system, but we overlooked many of the issues with it.

Thanks to everyone who tested it and provided feedback, we were able to come up with a better design that addressed some of the issues. We've made a video demonstrating how the improved recoil works for all the firearms under some different movement conditions (standing, running, jumping, etc.);

https://www.youtube.com/watch?v=zGG5EH62QnU

How Does It Work?

The simplest way to explain it is that it works very similar to the Counter-Strike: Global Offensive weapon recoil. The more you shoot, the more inaccurate your weapon will be due to the recoil. There are patterns in the recoil for most weapons, each weapon type has a similar pattern with subtle differences between weapons of the same type (such as less recoil or random bullet spread).

The recoil works by utilizing several different features to create the effect;

  • View punching is the effect that pushes your camera view upward and left/right whenever you fire a weapon. It's used to simulate the physical recoil of the weapon on your character.

  • The bullet origin is the exact point for which the bullet would hit without any random spread. The bullet origin starts exactly in the center of the crosshair. But as you fire more shots, and your recoil becomes more extreme - the bullet origin will separate from the crosshair and move upward and left/right in a pattern. This is what

Source

Steam News / 25 January 2020

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