Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Test it and let me know:D
"My new mod will require this one for better VOIP!"
Are you working on a new VOIP system? I've been craving for that
My server is not mod heavy at all, less than 20 mods. No animation mods sans the "True sit".
You think loading this first would make much difference?
I heaer you loud and clear, after a successful test, i have pushed a more optimized state for this mod. All points mentioned have been worked on in this update in the changelog. Let me know it its MUCH BETTER, because we think so!
I wanted to make you aware, for myself and the player who we added this mod on, is now experience more unloaded cells, desync with zombies (disappearing aswell) and overall objectively worse performance for us since the most recent update.
Again thank you for your time and everything you do.
I couldn't use it before when the zombie system was introduced to this mod since the zombie clustering & hibernating would impact a lot of systems in place both vanilla and mod-introduced. But if that is gone then it should be great to try out again
But its critical to know if the zombie adjustments on a previous patch affecting zombies is removed, to work with Wandering Zombies(!) and other zombie related content: "Zombie Hordes : Clusters zombies into tight-knit packs when players are far, hibernates them beyond 50m—saving server juice."