Closed alpha 0.10 update
Yo Survivors!
As of RIGHT NOW on January 11th, 2023—the Closed Alpha Update 0.10 is ready for our Backers to play, check your Steam client for the update!
BEFORE YOU PLAY 0.10…
We’ve upgraded to Unreal Engine 5.1, and in conjunction with Nanite; things are not only looking a lot better but they’re running much smoother. After tons of internal testing with various different machines, we’re confident and happy to say our performance enhancements have come a real long way, especially on our mid-high target spec.
As far as performance goes, we’ve noticed that lower end machines have struggled a little… So, people should first:
Select Quality Level.
Then Select DLSS Settings.
If you’re still having issues, please reach out to support over in our Discord or at Support@qisoftware.ca.
Combined with Lumen and Nanite, we’re also now using Virtual Shadow Maps, which are resulting in our lighting and shadows to have a much higher fidelity than ever before—really capturing a realistic world.
The goal of this update was to clean things up and get the game into a foundational state. We’re not 100% of the way there, but we’re pretty damn close to it and we’ll be transitioning our focus to moment-to-moment gameplay and long-term progression for 0.11 and beyond.
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Release notes - Dead Matter - 0.10
DMX-1226 DMF Copperstone / Brass Ram: Performance Pass
DMX-1521 DMF Residential / River Recreational Area
DMX-1536 DMF Bighorn Motel Polish Pass
DMX-1541 DMF Residential Polish Pass
DMX-1620 DMF River Depth Pass
DMX-1628 Firewatch Tower 2
DMX-1629 Firewatch Tower 1
DMX-1647 Wood & Log Piles for Lumberyard
DMX-1763 DMF Thunderrock Quarry Art Pass
DMX-1764 Kananaskis Gun & Archery Range Art Pass
DMX-1767 Gonzos Gas Station Art Pass
DMX-1768 Lumberyard / Sawmill Equipment
DMX-1832 DMF Hunting Camp
DMX-1833 LEDA Cold Storage Building 1
DMX-1834 LEDA Cold Storage Exterior
DMX-1836 Prep Carcas Models
DMX-1837 Log Claw Attachment
DMX-1838 Lumberyard Saw
DMX-1847 DMF Firewatch Towers
DMX-1848 Lumber Edits & Logs for Trailer
DMX-1849 Kitchen Island for Hotels
DMX-1936 Brass Ram / Copperstone Lumen Fixes
DMX-1938 River Extension DMF
DMX-1939 Remove Waterfall
DMX-1940 LEDA Cold Storage Building 2
DMX-2017 Freezer Doors
DMX-2035 Lumberyard Main Buildings
DMX-2036 DMF Residential Road Pass
DMX-2038 Import Rocks - Part 1
DMX-2046 Retexture Car Lift
DMX-2074 Lumen Building Fix 01
DMX-2136 Paths Splines
DMX-2154 Re-Texture Bathtub
DMX-2174 Cup of Hope Lumen Pass
DMX-2176 Dusty's Gas Station Lumen Pass
DMX-2177 Trailer House Lumen Pass
DMX-2178 Fable Mountain Lumen Pass
DMX-2179 PESO Gas Station Lumen Pass
DMX-2180 Lumen Pass Firing Range Building 1
DMX-2181 Lumen Pass Firing Range Building 2
DMX-2182 Sink Improvement 1
DMX-2183 Sink Improvement 2
DMX-2310 Lumen Pass DMF Industrial
DMX-2312 Lumen Pass Brass Ram Building 1
DMX-2317 Lumen Pass Suburb03b
DMX-2346 DMF Residential Nordic Condo Lumen Pass
DMX-2347 DMF Residential Suburb01a Lumen Pass
DMX-2353 DMF Residential Suburb04a Lumen Pass
DMX-2355 DMF Survivor Camp Polish Pass
DMX-2356 Fix Glowing Props
DMX-2357 Set Dress LEDA Office
DMX-2358 Lumen Pass Brass Ram Building 2
DMX-2438 DMF Residential Medians Art Pass
DMX-2470 Nature Pass DMF East
DMX-2471 Nature Pass Hunting Camp
DMX-2472 Spline Material Fixes
DMX-2473 Nature Pass Water Tower
DMX-2474 Nature Pass DMF Survivor Camp
DMX-2475 Nature Pass TEMP
DMX-2508 Separate Glass (Pickup Trucks, SUVs)
DMX-2513 Separate Glass (Cars & Vans)
DMX-2514 Separate Glass (Vehicle - other)
DMX-2524 Floating Prop Pass
DMX-2634 Correct Rick's Diner to Dick's Diner
DMX-2085 Unable to close inventory with TAB after performing action with item
DMX-1403 Adjust Loot tables for containers
DMX-1435 Hook up 3P prone animations
DMX-1766 Ladder Cleanup
DMX-1850 Implement Functional Ladder
DMX-1961 Loot Size Audit
DMX-1408 Looting Players / Infected
DMX-1448 Refactor Spawning System
DMX-1525 Review Former Occupation Benefits
DMX-1589 Identify cause for Approach and Stop behaviour
DMX-1592 Identify cause for Stutter on approach behavior
DMX-1624 Location Planning
DMX-1627 Location Review and Planning
DMX-1769 Speed Tree Investigation
DMX-1779 Looting Mechanics Improvement Planning
DMX-1785 Lives System Definitions
DMX-1825 Choose new initial spawn locations
DMX-1851 [HUD] / Design the Weapon Selection
DMX-1852 Review Toolbelt Item Use
DMX-1870 HUD / Weapon Firemode Selection
DMX-2003 Planning for Rivers & Water Shader
DMX-2039 Lumen Workflow Test - Gonzos
DMX-2153 HLOD Investigation
DMX-2167 Reveal: Design a motion for the reveal
DMX-1585 Finish Spawn Manager EQS
DMX-1586 Finish individual agent spawner implementation
DMX-1587 Test Spawner Manager Volume EQS and functionality
DMX-1588 Identify and Replace current spawn system in-game
DMX-1590 Fix navigation mesh issues, missing tiles & nav mesh going into sky
DMX-1591 Make sure the current infected respond to all audio
DMX-1593 Fix the stutter on approach infected behavior
DMX-1623 DMF Tile Landscape Pass
DMX-1626 Greybox / Gameplay Pass
DMX-1635 Move the Gas Station from Exshaw to the DMF Tile
DMX-1640 Move Location to DMF tile
DMX-1641 Gameplay Pass
DMX-1644 Greybox / Gameplay Pass
DMX-1646 Weapon Bash Rifle Iterations
DMX-1648 Importing Metahumans to the DM Project
DMX-1714 Fix the bad usability of Cabinets and wardrobes
DMX-1747 Generic impact reaction system
DMX-1748 Medical System: Fall Damages & Inputs
DMX-1749 Medical System: Inhibitor should not always prevent new effects
DMX-1750 Medical System: Healing conditions items
DMX-1755 Medical System: Several damage types for melee weapons
DMX-1770 DMF Tile Landscape Pass II
DMX-1771 Hunting Camp Greybox
DMX-1772 Survivor Camps Blockout
DMX-1774 Isolated Houses Greybox
DMX-1775 Cave Greybox
DMX-1777 Cabin Greybox
DMX-1778 Property Greybox
DMX-1784 Implement a rudimentary audio system for weather
DMX-1786 Finish remaining animations for the C7/C8/HK416 and verify that these weapons function properly in game
DMX-1795 Implement Loading screen
DMX-1804 Respawn inventory
DMX-1807 Implement Server Banning
DMX-1808 Segregate the Admin commands from the debug panel
DMX-1810 Metahumans Clothing
DMX-1826 Implement a crosshair when not using firearms
DMX-1839 Strip out all free-form loot spawners from the map
DMX-1841 Adjust player respawn locations in the test area
DMX-1853 Minor engine upgrade to UE5.0.3
DMX-1866 Medical System: Convert the rest of the old system into gauge system
DMX-1948 Performance Profiling Tool
DMX-1987 Create states in Wwise for weather
DMX-1989 [HUD] / Update Weapon Firemode Selection element
DMX-2019 Programmer Documentation for Medical System
DMX-2029 Adjust Sprint Transition
DMX-2044 Highway Fence Spline Cleanup
DMX-2078 Convert Furniture Actors to have single interaction prompt
DMX-2117 [HUD] / implement Player's vitals
DMX-2127 Container Pass
DMX-2135 Landscape work on DMF town
DMX-2194 Make an inventory that will resize to fit the items inside of it.
DMX-2204 Loot reveal animations
DMX-2208 Update former occupations presets
DMX-2306 Implement random loot spawning component
DMX-2391 Display the build version/CL on the main menu
DMX-2411 Use F to open tent's storage
DMX-2416 Recalculate Procedural Foliage volumes in DMF
DMX-2437 Water shader and Spline fixes (River creation and blending)
DMX-2453 Fists audio
DMX-2496 Create a Melee hit sound using material switch
DMX-2630 Player Trading System
DMX-2631 Unreal Engine 5.1 upgrade
TRADE WITH YOUR FRIENDS
Welcome back to capitalism, survivors.
Players can now trade between themselves, with 100% protection. This means, you can trade without fear of losing your items or being scammed by unruly players. If your inventory is full after a trade—a bag spawns that only you can see and interact with.
When trading, other players cannot see your inventory. They will only be able to see the items you place in your Offer and Sell sections. When finalizing a trade, both players must lock in their trades; if there is a price difference between the two then the player at a disadvantage must acknowledge and select Accept Unfair Trade. Also, if either trader removes, changes or adds anything before both players accept—the trade status is reset, and they will have to re-confirm.
How to trade:
Type “/trade” to let nearby players know you’re interested in trading.
First person to interact with you will open the Trade UI for both players.
Using the “Inventory” button on the right, place items you want to show in the “Offer” section, and items you will actually trade in the “Sell” section.
Use the “Chat” button on the left to talk during the trade… even about if pineapple belongs on pizza; we don’t judge.
Making sure your trades are fair was a priority of this mechanic and we couldn’t include it otherwise.
KNOWN ISSUES
Know Issues as of 0.10 Patch:
Known Character Issues:
Dropped Objects Fall through the Map for Some players.
Player Floating when they DC from the Server.
Known Character Animation Issues:
Third Person Leaning Animation do not Show for other players (Player is still able to take Damage)
Known Map wide issues:
Object Popping (Distant Landscape, Props, Buildings)
Inconsistent Light Switch Interaction
Some Materials May Appear Glossy
Props with Broken or Missing Materials
Known Audio Issues:
MP5K: Missing Fire Audio (Fixed, but untested at this time.)
P90: Inconsistent Fire & Impact Audio
Ruger: Audio can be heard by the owner, but other players will not.
Can Drinking Audio
Audio can be heard through walls
Known Weapon Issues:
Scopes Glass can get misaligned.
M14 ADS Misaligned in some Cases (Very Inconsistent)
Some Scopes will Zoom-in closer while constantly Shooting the weapon.
Some Weapons Not showing Muzzle Flashes Correctly.
Moving side to side while firing drastically sounds different between left and right speakers.
Known Client Issues:
NDA Screen says “Experimental” when it isn’t.
When playing in single player, the character inventory preview does not load, until you re-select your character.
When closing the game, the audio system does not close cleanly and crashes.
VOIP does not work well when there are more than two players on the server.
When dying with your last life, you are forced to go to the main menu instead of being able to create a new character on the same server.
That’s it.
We’re super excited to work on the next iteration of Dead Matter, and we know you are too. We’ll be of course paying attention to our bug reports and crashes; especially this week. Thank you again for participating and following our Closed Alpha.
Now hurry up, the zombies are starting to horde up again.
Peace,
Jimmy