BUILD UPDATE #008: Holiday Hotfix

We told you to expect a new Build Update before Christmas, didn’t we?

We totally did.

Well, here it is. Build Update #008 is meant as a smaller hotfix patch, but it doesn’t fall too short of previous updates. It includes updated red dot/holo reticlesa long-awaited weapon platform, and a bunch of miscellaneous fixes and improvements.

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

Onto the highlights, shall we?

Build highlights

Updated red dot and holo reticles

We’re testing new reticles for all non-magnified optics: Reflex Small, Reflex Large, CompM2, Red Dot Pro and Micro T-1 red dot sights, as well as the holographic Holo Sight and V3 Holo Sight.

New red dot (top) and holo (bottom) reticles. Seen here with Temporal AA on.

The new red dot reticles should display rounder, more authentic (smaller) aiming dots and have increased brightness to compensate for the decreased visibility that the more accurate scales bring. The holo reticles should be crisper and thinner, with much smaller dots.

As with everything else, these reticles are a work in progress and their appearance may vary drastically depending on background, lighting conditions, anti-aliasing method, resolution and other video settings. We’ll be watching how well they work in different situations—with your feedback—and make adjustments as we go.

› Keep in mind that we’ll be adding adjustable reticle brightness in the future, so you’ll be able to pick the best brightness setting for each situation.

Known issues
  • These issues are not new to the updated reticles, but due to the more realistic scales, they may become more pronounced:
    • Temporal AA (an anti-aliasing method you can select in Settings > Video > Anti-Aliasing Method) is known to cause illuminated reticles to flicker/thin down with movement, albeit providing a better picture when stationary, particularly with holo sights.
    • FXAA, on the other hand, provides a more consistent (but less smooth) reticle image. The holo reticles, for instance, may have the dots become difficult to see under certain conditions and/or be too thin to render on screen at certain angles/resolutions. We’re looking into how to provide a more consistent output with either AA method, and will be adjusting effects and textures for visibility as we go.
  • Reticles might not show up with the G33 Magnifier “switched on”. To work around the issue, simply make sure the optics are a couple rail slots apart.

Hold Aim

You can now aim down the sights by holding Aim (default Right Mouse Button) instead of pressing once to aim and again to return to the previous posture. To switch Aim from a Toggle to a Hold action, go to Settings > Gameplay > Aim Style (on the right-hand column) and select “Hold” from the drop-down menu. Let us know how it feels for you!

NEW WEAPON: AK-74 MWI

The most requested piece of gear in GB’s history so far is finally here: the modernized tactical AK, dubbed AK-74 MWI.

Screenshot by Jeza aka JezaGooner. Cheers, Jez!

With Midwest Industries furniture, it has plenty of rail space for your favorite attachments.

Known issues
  • As an AK, it shares a faulty reload animation with the existing AK platforms where the top of the magazine clips through it. We’re still on the lookout for the right animator to get all of this stuff sorted out.
  • The Rail Adapter for the regular AK weapons is mistakenly enabled as a bugged attachment for the AK-74 MWI.

Beanie + ComTac combo

The more observant may have noticed that in the AK-74 MWI image above, our intrepid operator was wearing a beanie with the ComTac headset. To rock that totally operator look, do as you would with other headset-enabled headgear—simply enter headgear customization by clicking the + button next to the item in the menu, select the headset from the Attachments menu and drag-and-drop it on the item. Bam—you no longer have to choose between weather-appropriate and tactical.

Other gear fixes

SDASS Martial pump-action reload

The bug where the SDASS ignores the racking animation and fires in semi-auto has been fixed. It now works like the pump-action shotgun that it is.

Micro T-1, piggyback-style

As promised in the last update, the Micro T-1 can now “piggyback” on railed scopes like the ACOG 6×48 and PM-II. Note that only the regular T-1 (non-“Tall” version) can be mounted piggyback-style.

G33 Magnifier flipped-to-side angle

The G33 now sits at 90 degrees when switched to the side, as the real-life mount does.

Known issues

Aiming defaults to the secondary sight (piggyback, offset or co-witnessed) instead of the primary sight.

That concludes the highlights for this year’s (likely) last update. Don’t forget you can always discuss this and every update with the community on the comments below as well as Facebook, Twitter, Discord, Steam and our forums.

Whether you have been following us from the first time GB was mentioned or whether you bought sometime after it finally launched on Steam Early Access: Thank you so much for your continued support throughout this long road.

From the BlackFoot Studios team, partners and friends… Merry Christmas, Happy Holidays, and we hope to see you next year!

Patch notes

Build version: 1025

Client

Steam ID: 3426428
Size: 108 MB

Dedicated server

Steam ID: 3426432
Size: 28 MB

FIXED
* FIXED Holo Sight reticle being to low
* FIXED slight zoom in when using optical sight
* was old code designed to prevent optics clipping through camera and maximise view of said optic
* side benefit - side mounted optics now works
* FIXED firing while reloading overriding LocalMontageInfo in ability system
* recoil and related fx now handled old school - replicated byte on the character
* FIXED MP5 Navy and MP5SD6 iron sights
* FIXED MP7A2 content redirects
* FIXED SVD's slow firing rate
* FIXED being able to cycle SDASS Martial one handed.
* FIXED collision on S_MERGED_LogGroundLong_17 used in ShootingRange_Geo
* FIXED issue with Micro T1 that had reticle on lens part of mesh an dnot its own plane
* FIXED AK74MWI now properly collides with environment
* FIXED magnifier being treated as a working sight when rotated to "off" position
* FIXED AK74MWI bottom rail not accepting attachments


CONTENT
* Adjusted Reddot reticles to be smaller and brighter
* Added ability to select headset while wearing Watchcap (Beanie)

* removed training game mode from blocked game modes in WBP_HostGame
* Can now more easily run training maps in MP mode

* New weapon - AK74_MWI
* Added in AK74 MWI ui icon
* New glass material for optics
* Adjusted G33 magnifier to only rotate 90degrees as it does in real life

* Added tool tips and UI message about arm patches being currently disabled and not working in game

* changed voice falloff distance from 5000 to 3000 units


CODE
* exposed bMomentaryAim to UI under Settings -> Gameplay :: Firearm Section
* created WBP_SaveFailed fullscreen overlay
* displays file in question
* prompts for user to add binaries to the exception list of any anti-virus/anti-malware software they are running.
* added to character and item editors for when a kit fails to save
* added to WBP_FrontEndMenuManager to check write access when the game loads.

* cleaned out old variables from firearm Blueprints
* updated GBGameplayAbility_ReloadTubeMag and related Blueprints
* changed checking for tube contents to using a simple pre-cached 'target' based on tube contents at the start of the reload
* added check for bolt locked open or spent shell inside that will then release the bolt or chamber another shelll
* improved the animations / animation montages where possible
* stopped predictive client cancelling montages or ability early
* updated GBGameplayAbility_ReloadExtMag
* stopped predictive client cancelling ability early
* improved SetNextSection()
* created AGBRailAttachment::GetParentFirearm()
* added PostSightSetup assignable delegate to GBSightComponent
* updated GBFirearm
* removed unused SightComponents array
* added PostSightSetup delegate broadcast at end of SetupSightComponents() for every sight assigned to a sight group.
* added check to SelectSightComponent() to prevent it selecting an offset optical sight as the default sight
* updated ZeroSightComponents() so that it actually zeros each sight.
* It was still set to old SightComponents array - did anyone actually notice? :P
* added UseRound() blueprint implementable function to allow manually cycled firearms to handle ammunition feed count adjustments
* removed blocking volumes from ShootingRange_Geo
* updated AM_Reload_MP5
* adjusted bollt/cocking handling curves and notifiers to try to better match the animation
* adjusted remove mag notifier to improve position of removed magazine

* updated GBRoundManager
* updated PreRoundFreezeStartedDefaults() to generate a list of players waiting to spawn
* created SpawnWaitingPlayersTimer() to cycle through list of players waiting to spawn until each player is spawned
* if it fails to spawn a character 20 times, will return to ready up.
* should fix issue where player is left behind in RR or forced to spectator mode instead.

Share this Post: