BUILD UPDATE #003: FUBAR

That’s right: Build Update #003 is finally here.

As those of you who follow us know, we’ve ran into a myriad of problems since migrating to Unreal Engine 4.20.2. This upgrade has caused more issues than usual, which in turn took a longer time than usual to resolve, leading us to go out of schedule. Engine updates get increasingly trickier as a project grows; there’s more to break, and then more to fix.

Full disclosure: This is going to be one of those builds that sometimes happens in Early Access where some of the things that were broken before now work… and vice versa.

PICTURED: How we feel about future engine updates (screenshot by WaderTheGamer)

To add insult to injury, A.I. master Phil had issues with our version control system, which rendered him unable to submit his updates. Well, we decided that the new build had been delayed long enough—some of the additions will simply have to wait a little longer.

Rest assured that we’ll be getting everything in shape as quickly as possible and, in the meantime, we hope this build’s fixes and extras outweigh its issues and omissions. Last but no least, sorry for the delay!

NOTE: All servers must be updated to work with the newest build.

Highlights

Engine update

We are now on Unreal Engine 4.20.2! This brings with it many optimizations and systems that will allow us to do a whole bunch of things more efficiently in GROUND BRANCH. Some may experience small performance increases from the upgrade alone, but the biggest gains will come once we fully tap into the new systems and features over the coming months.

New controls and bindings

One of the biggest changes in this build is the new Controls screen that makes key bindings and commands much easier to find and change. Whereas before some options (such as Toggle Crouch) were part of a “Scripts” drop-down menu, now they are exposed and clearly listed. Ambiguous bindings such as “Off Hand Action” are now more intuitively labeled (e.g. “Interact”). And, of course, the duplicate Toggle Aim / Off Hand Action binding has been taken care of.

One important change is in the Reload control scheme: you now press R once for a Tactical Reload (a.k.a. retention reload), and double-tap R for the more urgent Speed Reload. As mentioned in our previous Intel Update, holding R will be saved for a menu that will allow for mag checks and other related actions. While this Reload scheme is currently hard-coded, we plan to make it customizable in the future, so that this will only be the default.

Lastly, the radial menu for attachments is now exclusively for weapon attachments and defaulted to the Middle Mouse Button. Your NVGs—if equipped—are now accessible via the top menu, under “Equipment” (‘4’ key).

The new Controls screen layout has the bindings listed on the left and extra options on the right. You can check it out in the Settings menu.

Scope glitch is history

The issue with 3D scopes on NVIDIA 10xx series graphics cards has been fixed—you are now clear to rock that ACOG or high-powered optic without hassle.

New bad guy skins

We are starting to introduce some enemy skin variations, starting with Terrorist Hunt on Power Station. These will continue to get updated and added to other maps very soon.

A.I.

The values for A.I. setting that were being tested on a few of the official BFS servers are now the default for the game. The A.I. is continually being worked on and will go through many changes over the coming months, so don’t worry if they appear too easy or too hard; we’re in the process of testing out values, and there’s plenty of new A.I. functionality yet to make it into GB.

Map and graphics updates

  • We have implemented a temporary solution for the A.I. seeing through foliage on Small Town, so no more getting shot from across the map while behind trees! This solution solves roughly 85% of the cases where A.I. would “see” you through trees and bushes, and we’ll soon be working on a better solution that covers almost all situations. Other maps with dense foliage will also be updated after we’ve acquired some feedback from this build.
  • A rendering “upgrade” is being tested on all maps. You will notice a sharpening effect to the visuals that greatly enhances the look of the game while using temporal anti-aliasing (Settings > Video > Graphics > Anti-Aliasing Quality). Some may or may not like the look while using FXAA or no AA, so we’ll gather feedback and make adjustments as necessary.
  • Some work has also been done on Storage Facility (Play Offline > Game Mode: Development). The map should be ready for Terrorist Hunt in the next Build Update!

Weapons and items

  • The G22 has received a new custom slide based on the Agency Arms Patrol Series.
  • The Galil SAR can now use a Picatinny rail mount for optics.
  • The visible laser has been further toned down and is now less visible depending on the lighting.

Known issues

  • Some players may not show gear they are wearing while in the Ready Room. Rest assured that the player does have the gear and can see it themselves. Everything will sync up once in the mission/match.
  • Pouches do not always animate with the character. They will appear to “float” until the player moves in any direction. This behavior is especially apparent when crouching or standing up in place.
  • Some players may see slow-downs during various hit effects again.
  • Player names don’t show in the Elevate Player menu.
  • Player names may not appear on the Ready Room boards and/or player list.
  • The Binoculars overlay is misaligned.
  • Foliage LOD change distances need adjusting; lower LODs are showing too soon.
  • A.I. enemies may feel too passive now.
  • No ability to “re-pin” an armed grenade.
  • Small hitch in sidearm reload animations.
  • Terrain LOD transition creates a sort of “blobby” growing/shrinking effect as you move closer or farther away.
  • Some may experience an issue in the Ready Room testing range where the primary weapon is not immediately accessible. Simply select Secondary (‘2’ key), then switch to Primary (‘1’ key) to equip.

Patch notes

Build version: 1024
Steam ID: 3119679

FIXED
* FIXED Small offset of optics on MP5 rail causing shots to hit slightly to the right 
* FIXED slight offset of V3 reticle
* FIXED G22 normal map in wrong material slot
* FIXED naming of M16, M18 smoke grenade, M1911 and M4 to properly reflect models
* FIXED M16A4 fire modes - now Semi and Burst only
* FIXED scope corruption on nvidia 10xx cards
* FIXED Mk48 PHYS_collision that was preventing shell casings from properly ejecting 
* FIXED some building collision on Power Station
* FIXED server version - should prevent people attempting to join RED servers all the time
* FIXED OSS HASH issue introduced in UE4.20
* FIXED ToggleInGameMenu getting called twice rapidly (temp hack fix)
* FIXED loading screen not pissing off properly since updating to UE4.20 (I hope)
* FIXED character loadout failing to be applied if there are no items to add in the replicated kit string
* FIXED BP_PalletteStack warnings/issues
* FIXED BP_ChainlinkFence warnings/issues - replaced the damn thing with new BP_FenceMaster
* FIXED potential issues with BP_Warehouse_ExhaustFan and BP_CielingFan
* FIXED C7535 GBDamageType caused by VS2017 update
* FIXED UAnimSequenceBase variables in GBAnimFunctionLibrary
* FIXED handgun reload not references end montage section
* FIXED incorrect naming for P250 magazine round count

CONTENT
* Updated G22 with Agency Arms slide (Now a 100% custom "Glock" due to copyright) 
* LOD work on G22
* Added rail attachment to Galil SAR

* Added in open static doors to RR Ops rooms
* Added in new recorder voice commands VO files and changed references in VOICE_Default
* Added in new VO for RR coundtdown
* Made collision on shell casings non-round to stop continuous collision sounds when they rolled
* Small optimization... default project setting to not use low end lightmaps 
    * Reduces shader permutations
* Some lighting optimization work on Storage Facility

* Added temp AI LOS blocking volumes to vegetaion in Small Town
    * This will help with AI seeing through trees and bushes though it is not always super accurate
    * Proper solution will be comign in the future
* Adjusted spec value on wood door materials
* Changed setting on Small Town doors to make them light better
* Small adjustments to Smalltown lights 
    * No longer using IES values

* Turned off DFAO on High shadow scalability setting
* Changed bad guys in Power Station to new models and loadout setups
    * Still work in progress

* Storage Facility
    * Work on texturing leftover untextured geometry
    * Setup Level Streaming Volumes for interior section
    * Lighting optimizations
* Reduced visibility of laser 60%
    * Better looking, but makes it harder to see in some lighting conditions
* Testing level optimization on training maps setup

* Implemented small sharpening effect to game rendering
* Changed default behavior of weapon optic glass to accept environment lighting
    * Prevents it from being full bright in dark environments
* Removed M15_WP grenade as it isn't implemented properly 
* Changed Galil SAR to correctly be 5.56 caliber as well as have a 35-round magazine
*  Renamed M18 white smoke to M83 internally
    * This was already done in game files

AI
* Added a couple of minimum values into loaded settings so we don't divide by zero in later calculations.
* Tweaked AI settings for a more enjoyable solo play experience
    * These will continue to be adjusted as well as new features added (BIG work in progress)
* Updated cover generator to add cover points into a subfolder in the world outliner

CODE
* Upgraded engine to UE4 4.20.2

* created WBP_ServerBrowserMessageOverlay
     * currently only used to display big warning message when trying to attempt to join a server that is RED.
* update path in various .bat files.
* hard coded fix for nVidia 10XX cards into BP_OpticalSightComponent
* updated GBCharacter
    * renamed SetRunning() & SetSprinting() to SetWantsToRun() and SetWantsToSprint()
    * renamed GetSprinting() to GetWantsToSprint()
* stripped out input script system
    * this is the mostly unnoticed system that support all those things people mention :)
     e.g. toggle crouch, momentary aim 
* updated input actions and execs
    * removed TogglePos
    * removed button usages from exec commands
    * created Interact commnad to replace usage of OffHand to open doors, climb ladders etc
    * renamed MainHand to UseMainHand
    * renamed OffHand to UseOffHand
    * renamed UpAction to Jump
    * renamed DownAction to Crouch
    * renamed UseAttachedItem to FirearmAttachment
    * changed inventory slot 3 & 4 to non-instant
     i.e. they always display a menu
    * moved Night Vision usage to Inventory Slot 4.
    * added Toggle Crouch option to player settings.
* overhauled control binding UI
    * hard coded binds to list of controls instead of reading them all from DefaultInput.ini
      Should be far less clutterred.
    * hard coded default bindings in UI
    * moved always run from WBP_Settings_Gameplay to WBP_Settings_Controls.
    * added Toggle Crouch to WBP_Settings_Controls.
* removed suicide (K) from DefaultInput.ini
    * stupid left handed buggers kept hitting it by mistake and topping themselves :P
* created fullscreen overlay WBP_BindKeyOverlay
    * replaces small in list message
    * removes modifier keys from list
    * makes it harder to bind to wrong key by giving a chance to review key choice & modifiers.
* changed reloads
    * input moved from player controller/firearm/gameplay ability combo to gameplay ability (should predict / sync better)
    * created new C++ reload gameplay abilities for both external mag fed and tube fed (i.e. shotguns) firearms.
    * for mag fed - tap = reload with retention (tactical), double-tap = reload without retention (speed)
    * for tube fed - tap = reload one round, double-tap = reload to capacity.
* created special gameplay ability with input similar to reloads for future use.
* updated BP_ANPVS_15_NVG
    * changed internal logic to try and fix the damn thing once and for all
* moved ability system input binding from character to player controller
    * character gets last dibs on input, so binding it there effectively made it useless if a default bind existing in player controller.
* simplified BP_Door_Swinging
    * now uses next/prev to control incremental movments instead of holding offhand.
* changed all interact prompts to the same style based of the latest ladder prompt.
* changed firemode handling
    * input moved from player controller/firearm combo to gameplay ability
    * slightly fiddling, so not sure on sync/prediction yet - will improve via animation later.
* updated GA_Sprint
    * input moved from player controller/firearm/gameplay ability combo to gameplay ability (should predict / sync better)
    * will pause/unpause itself
    * should no longer lower weapon if stationary.
* updated BP_TankerCar & BP_BoxCar to use Interact key
    * missed it in previous submit
* changed default key for FirearmAttachment from F to MiddleMouseButton (F is now Interact)
* updated WBP_Settings_Controls
    * added Become Spectator / spectate bind to 
    * added misc section with Return to Ready Room / ReadyRoom and Opt Out / suicide

* added item.firearm.reload tag check to stop AI attempting to reload repeatably
* removed legacy Categories from GBItem
    * updated all affected C++ & Blueprints
* created GBDirectSight for use with non-rail sights that attach directly to firearm

* added toggle / momentary lean option to PlayerSettings
* added bPlayerSelectable to GBCharAppearanceData
    * set all bad guy appearance related assets to not be player selectable
    * set all player appearance related assets to be player selectable

* changed ProjectVersion from 1023 to 1024

 

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