Scopey

CTE Update #001: 1030 Testing

⚠️ NOTICE ⚠️
These release notes are for the 1030 testing build, not to be confused with the actual (and upcoming) 1030 release.

If you have been looking closely, you may have noticed a new app showing right underneath the regular GROUND BRANCH entry in your Steam Library:

GROUND BRANCH CTE (Community Test Environment) is a separate install for those who want to test updates before the actual, official release.

Test updates may be less stable versions of the game and will generally require further testing and feedback before they go out to a larger audience. They may also contain feature ideas and game modes that may or may not make it into a main update or the final game, so keep that in mind when playing!

If you own GROUND BRANCH, you automatically own the CTE and are free to install it at any moment.

The advantage of having a separate install of the game for testing purposes (instead of using a Beta branch) is that you can always switch between versions without having to re-download. CTE too buggy? Simply close it and launch the regular game. Don’t want to worry about possibly unstable/buggy updates? Then save some storage space and keep only the regular game install. Want to compare versions? You can do so much more quickly with separate installs.

Today, we are rolling out our first actual CTE release: a testing build for the upcoming 1030 release. Before we get into what this update entails, a little disclaimer: Because CTE Build Updates will be more common, they will also be more concise and stripped-down than our usual release notes. If you’re looking for pretty pictures and prose, stand by for the official 1030 release!

What’s new

Code

Encumbrance System (first pass)
Stamina and weapon control
  • Added weapon sway, which is affected by arm strength and overall stamina levels. Currently a basic “V” pattern, weapon sway can be reduced by crouching.
  • Sway will increase over time as players remain in the Ready and Engaged (ADS) positions, draining arm strength. Go to Low/High Ready to recover.
  • Heavier weapon builds should deplete arm strength faster than lighter ones, and thus cause sway to increase faster.
  • Heavier builds also cause increased weapon inertia effect when turning rapidly, making it harder to get it on target.
  • Overall stamina is depleted by actions such as running, sprinting, jumping and climbing.
  • Currently, low stamina levels will prevent jumping and climbing.
Inertia and acceleration
  • Player inertia will cause your character to take a few steps before coming to a full stop after a sprint or run. It can currently be countered by walking in the opposite direction (e.g. pressing default [S] after sprinting forward).
  • Added a brief acceleration period before getting into a full sprint.

User Interface (UI)

  • First pass on the new Customize Operator screen layout.
  • You can now edit items straight from the loadout overview screen by clicking the cog/gear ⚙️ icon in the bottom-right corner of each item slot.
  • Preset/kit saving: quickly save or load a Profile (Name + Appearance + Facial Hair), Weapons Kit (Primary + Secondary), Gear Kit (Headgear + Platform + Belt + Holster) and Outfit (Eyewear + Mask + Top + Pants + Gloves + Footwear) as individual groups of items. Weapon and gear builds can still be saved individually.

Listen servers

You should now be able to host you own game lobby without the need to setup a dedicated server. To do that:

  1. In the main menu, click Host Game and setup your lobby as you prefer (make sure to set player limit to accommodate all the players you want to host!).
  2. To invite friends into your lobby, press [Shift] + [Tab] to bring up the Steam Community Overlay.
  3. Select a friend from your Friends list and select “Invite to Play/Game”. If they accept, they will be brought into your lobby.
  4. To change maps or use any admin functionalities, open the Console (default [~] or [*] in the NumPad), type admin and press [Enter].

Maps

This is the area you are most likely to see an impact on performance. We’ll be optimizing levels as we have a larger pool of users to collect feedback from, so please be patient and let us know how things are running on your specs!

  • All maps now use dynamic lighting.
  • New WIP map: Creek.
    • PvP-oriented map, but has a basic Terrorist Hunt setup available too.
  • Updated Paintball map.
  • Small Town has new and more detailed walls.
  • Interactive lights:
    • Can now be shot out.
    • Power panels outside of buildings allow the power to be cut out (currently in Small Town and Depot only!).
    • Remember: AI can still see in the dark!
  • New Ready Room:
    • Smaller and cozier.
    • Shooting range now has a workbench for easier setup testing and editing.
    • Shooting range also has a dark lane (left side) to test night vision and lights setups.
  • Time of Day (TOD) setup: select the time of day for Terrorist Hunt and PvP game modes.
    • Select a TOD from the Ops Board (where you select an insertion point).
    • TOD uses the 24-hour military time format: 0000 is midnight, 1200 is noon, 1600 is 4pm etc.

Sound

  • Several maps now have a soundscape/environment sound. Nighttime soundscapes have not been hooked up to the TOD system yet, so maps currently use daytime soundscapes.
  • First pass on acoustic portals: sounds are occluded by walls, but still audible through openings such as windows and doors.
  • Overall improved sound occlusion.

Weapons

  • Added FAL (Custom) battle rifle. It currently uses existing animations.
  • Added AKM assault rifle.
  • Entirely new models for the MP5 series:
    • Include a RIS handguard for the standard MP5.
    • Rear sight drum is now of the open “V-notch” type (easier to use in-game than the peep variation).
  • New model for the M4A1 rifle:
    • Uses the standard M4 stock, 14.5″ barrel and KAC RAS handguard.

Known issues

  • Scopes and other magnified optics display a much brighter image than the regular map view. It may also have other visual artifacts.
  • Skin selection for Headgear items will not apply.
  • The Customize Operator UI may display the wrong skin texture, skin name and/or icon for some items.
  • In multiplayer, weapon and character attachments may become stuck/duplicated in the Customize Operator screen.
  • When playing nighttime, the game will take a few moments to load the proper lighting conditions and display the level as dark as intended.
  • The 747 livery appears to have gone black. Mysterious. Also, wink-wink. Issue appears fixed, RIP this joke.
  • Probably a lot of other issues we have not yet encountered or otherwise failed to list here. Remember that problems are expected and you are always encouraged to report them.
⚠️ REMINDER ⚠️
Keep in mind that all of the new features are a work in progress and subject to change. With that in mind, let's get that feedback going.

Change log

The changelist for this test build would be too massive to compile as it contains around 4 months worth of work. So we’re gonna have to skip it on this one and try to get one done for the next update.

See ya then!

INTEL UPDATE #006: Bad News/Good News

Alright, everyone—we got some expectation management to do.

As laid out in Intel Update #005, we’ve been struggling to get the new character rig (the skeleton) worked out and ready for the new animations and character assets, which were the core of upcoming update 1030.

So, earlier this month, we brought on board experienced freelance animator Mike Munk (a former Tripwire developer with Red Orchestra, Rising Storm and the Killing Floor series under his belt) to have a look at the new rig and help us make sure things were being done correctly and as future-proof as possible. The diagnosis wasn’t great: upon inspection, it was determined that getting the skeleton in shape—so that it won’t be a source of headaches down the road—would take several weeks; possibly a couple months.

Well, 1030 has been in the works for a long time now, and we don’t want to leave you all without a new major update for that much longer.

The silver lining

So we made a difficult decision which, in retrospect, seems kinda like a no-brainer: let’s release everything else. If it’s not dependent on the new skeleton, why not put it out there and give everyone some new stuff to start trying out? Postponing the animation and character work sucks and we’re beyond frustrated about being forced to delay the main attraction in the update, but as the old adage goes… it is what it is. Might as well make the best out of the situation, so that’s what we’re gonna do.

If we cut the animation and character work from 1030, you get a smaller update, yes, but you get it a lot earlier and have something to play with while we get the rest of the package sorted out. It also means less potential for new bugs, as well as getting older bugs (such as the VOIP randomly not working) fixed ahead of time.

What will remain in 1030?

Although we’ve been forced to push the new animations and character assets back, update 1030 will be far from underwhelming. Here’s where it currently stands (for detailed descriptions and media, see Intel Update #005):

Remaining features

Everything we’ve announced for 1030 that is not related to the character and animation rework will still be in the update:

  • [SCHEDULED] First pass on the Encumbrance System (weight and stamina).
  • [SCHEDULED] Interactive lights (shootable/switchable) – will be present in all maps instead of the announced few (Depot and training maps).
  • [SCHEDULED] 2 new multiplayer maps.
  • [SCHEDULED] Map soundscapes and updated acoustics.
  • [SCHEDULED] Tactical FAL and G3A3.

Delayed features

All character and animation-related work will be pushed back to a later update:

  • [DELAYED] New and updated character assets. They were made for the new skeleton’s specs, and therefore will have to wait.
  • [DELAYED] New and reworked animations.
  • [DELAYED] M24 SWS, due to the bolt-action poses and animations.
  • [DELAYED] Prone.
  • [DELAYED] Hit feedback.

To-be-confirmed features

These may or may not make their way into 1030:

  • [TBC] Visible gunshot wounds.
  • [TBC] Wristwatch. Relies on the new clothes (with the cuffs pulled up) to show properly with long-sleeve tops, but we may be able to try a workaround.
  • [TBC] Listen servers, a.k.a. hosting your own games without having to setup a dedicated server. (This was not a planned feature for 1030, but might be ready for it.)

We’ve also updated the Early Access roadmap to reflect these changes and other minor ones.

Some sneak peeks to make up for it (not in 1030!)

As previously shown, 3D artists Dan Conroy and Pau Peñalver have been working diligently on some new assets for GROUND BRANCH. Here is a little update on their progress:

M110K1

Mr. Conroy got the gas block, gas tube, dimpled barrel and flash hider/suppressor mount done for this upcoming battle rifle/DMR. It might not seem like a whole lot of progress, but that’s because he paused work on it for a while to work on the…

Rangefinder

More info on this later, but expect night vision and, well, rangefinding capabilities.

Belts

Pau has been working on more character assets. Here’s the new Battle Belt:

And here’s the upcoming Gun Belt (with the new, fully textured chest rigs in the back):

Magazine pouches

Lastly, here are some initial (high-poly) pouch renders:

Whelp, that’s all!

These weren’t easy news to break out, but we’re done.

We hope to have a working test build for 1030 (along with more news) soon. Rest assured we’ll keep you all posted and, as always: thank you so much for all your support and patience.

Also, remember you can always join the community and reach out via Discord, Twitter, Reddit, Instagram, Facebook and the Steam® Community Hub.

Hang in there, and we’ll see you on the next update!

—The BlackFoot Studios Team

The GROUND BRANCH Roadmap

As promised in Intel Update #005, we put some time aside to work on an updated roadmap for GROUND BRANCH.

We hadn’t had a proper one for a long time, and it was about time we sorted it out. But before we take you to it, let’s go over a few things that are important to know beforehand.

The roadmap is a general outline of upcoming features, content and improvements

It is not a final or definitive list, and it is not 100% comprehensive. Because the game is in a pre-alpha stage, our scope is relatively open-ended. As such, we will be adding items to the board as we progress, but there is a chance we may remove from it as well.

How it works

  1. The first list (READ ME) is simply an instructions column. The cards inside it explain the board.
  2. The second list (Coming Up) is for the next update, with each card representing a feature, content or improvement that is scheduled for the upcoming version of GROUND BRANCH—in this case, 1030.
  3. The third list (Near-Future) works the same as the previous one, but is for near-future updates. It currently lists likely features for updates 1031 and 1032.
  4. Subsequent lists simply contain planned features organized by category, in no particular order. Many of these cards will branch out into multiple, more detailed ones as they get closer to inclusion in an update.
  5. Cards with a text icon 𝌆 have descriptions or further details inside. Simply click/tap the card to view them.
The roadmap board is read-only for the public. There is no need to create a Trello account or login.

Hit that color label

The little capsule-shaped color labels in each card represent categories. Click/tap one and it will reveal the meaning for all of them so you get a better idea of what kind of card it is.

Got it? Alright, go look at that roadmap

It’s right here.

INTEL UPDATE #005: Road to 1030

Oh, hello! It’s been a while. We hope you’ve been well, safe, and at home as much as possible.

Let us maintain our usual transparency and address the elephant in the room straight away:

Yes, version 1030 is taking a lot longer than expected. The aim of this Intel Update is to explain why, and also get you up to speed on what we’ve been working on. That will of course involve some well deserved previews to reward your valued patience and continued support. So let’s get to it.

Why is it taking so long?

One of the biggest deals about upcoming update 1030 are the new animations that artist Toadie has been working on. Whether they’re improving on existing motions and poses or adding to in-game actions that currently use placeholders or even nothing at all, every animation is being done on an entirely new character rig, also known as a skeleton.

As is true for many aspects of game development, things like migrating to a new skeleton, re-targeting existing animations, and then integrating the new ones by Toadie are all multi-layered tasks with a lot of parts that can break and ultimately delay the entire process. As a very small team with a single programmer (Kris), that limits us further. That limitation is starting to go away, however, but more on that in a bit—keep reading!

Is there an ETA?

In late 2019, we hoped to have 1030 released some time between February and March, and that prediction eventually turned into “hopefully March or April”. Those, of course, were rough estimates, and much of that time ended up being spent fixing lingering issues with version 1029.

Currently, the main battle is getting the new skeleton and animations to the same level of stability that 1029 had, except prettier and smoother. Although the version of the game within our internal UE4 project already has some of the new and improved animations and poses in place, there are still some very obvious issues with bone orientation and janky limbs here and there that need cleaning up.

The only honest answer to “1030 when?” is still, unfortunately, “We don’t know.” We have yet to fully figure out just how much needs doin’ in the animation department, but we can say with certainty that, at the time of this post, we’re talking weeks rather than days. Could be a few weeks (🤞), but it could be a little longer too.

What will be in 1030, after all?

Contrary to what the hype (that’s on us) may suggest, version 1030 will not be an entirely new game, but it should add a considerable degree of polish and functionality to the game. Here’s what it will boil down to:

Animations

As laid out before, a completely new character rig is being implemented and serving as the basis for all the upcoming animations. Expect actual transitions between weapon postures, new character poses for stances, some reworked reloads and a generally more natural feeling character.

We are hoping to get out the new prone stance in this update, but this is the area that is subject to the most change. Thus, it is not yet clear what state—if any—it will be in at this time.

Here’s some of the WIP animation work that Toadie has shared over the months:

And here’s an exclusive look at the (also WIP) poses and transitions for the High/Ready/Low weapon positions when obstructed, i.e. too close to an obstacle:

Like everything else in the GROUND BRANCH Early Access, animation work will be an ongoing iterative process, and 1030 will be just an initial taste of what’s to come in that department. We’ll keep adding polish, new sequences and accompanying actions for both players as well as A.I. over the course of development.

Encumbrance system

1030 will include the first iteration of the encumbrance system. This initial pass will add stamina, which is affected by both loadout weight and movement—the more you carry and the faster you move, the less stamina you’ll have. The less stamina you have, the less you will be able to sprint and the more weapon sway you will experience when aiming.

Arm fatigue is also tracked independently, so even if your stamina is at maximum levels, your aim will still become less stable over time from holding your weapon at the Ready (muzzle forward) and Engaged (ADS) positions. Heavier weapons also mean more arm fatigue, so you might want to think twice before taking an LMG or mounting a dozen attachments to your AR.

Inertia and effects on ready times are also coming, but we’ll save the details for the Build Update.

Soundscapes

Small Town, Depot, Storage Facility and all training maps are set to have day and night soundscapes, also known as environment or ambient sounds. Our intrepid sound engineer Mikson hopes to be able to get even more maps done in time for 1030. Hell, he says he might even be able to get them all done by then. Rookie mistake, Mik, but we’re rooting for ya.

Anyway, here’s a little demo we released a few days ago:

One cool detail he’s snuck into these soundscapes are the crickets: they’ll go quiet once the player is close enough to their location, which is not only clever but also has the interesting prospect of alerting other players of one’s presence nearby. We’re cool with all of this as long as he keeps them away from our faces.

New character assets

As we have previously shown in this album right here, there’s a load of new character assets making their way into GROUND BRANCH. Most of the existing apparel (as well as arms and hands) is being replaced with new, shiny models, and a few additional items will be added as well. What we have not shown yet are these bad boys:

New PvP maps

John has put together a couple maps for PvP: one is an upgraded version of the test Paintball map…

And the other one branched out from the concept of the old Nature Area benchmark map:

Shootable/interactive lights

John has also rigged up a basic implementation of interactive lights, demonstrated in the video below:

 

As shown, the system will allow lights to be shot out and also switched off. Although the video uses a basic light switch for the demonstration, the switch can be anything the player interacts with to turn a given light (or a set of lights) off: a regular light switch, a lever, a distribution board…

The aim for 1030 is to have the system in place for Depot and the training maps so we can get the initial experimentation going.

New weapons

We have a few shooters coming to 1030:

  • A tac’d out FAL with accessory rails and the G3A3 are two additions to the battle rifle department, with the later mostly serving as an OPFOR weapon.
  • Now that we finally have a bolt-action animation, the M24 SWS is making its return to GROUND BRANCH as the one true sniper rifle in the armory.

Cool, so that sums up 1030. What else is going on?

We’re glad you asked. Here is some intel on things to look forward to later in development, i.e. at some point after 1030:

Dev Team expansion

As we hinted at earlier, our core BlackFoot Studios staff consisting of John, Kris, Scopey and Mikson has received some reinforcements. Toadie (aka toadie2k), as you already know, has been handling animations for the past several months.

But we have yet to officially introduce Daniel Conroy, our newest collaborator. Dan is a hard surface artist now in charge of weapon and general equipment models, having previously worked on VR shooter Onward. You can check out some of his work and background here, and you can get a load of what he’s been working on below:

Leave a comment if you know the name of this rifle. First person who can name at least 4 main parts gets the impressed Obama meme.

There are a couple additional members joining our ranks soon, but more on that at another time.

Art overhaul

A lot of what we’ve shown so far reflects the art overhaul process that will be happening over many months to come. We’ve been working hard on the details of apparel, gear and weapons we’d like the game to have, and we want them to not only have variety and authenticity but polish and art consistency as well.

An art overhaul wouldn’t be complete without a new UI, which we have yours truly working on. Here’s a little mock-up concept of where it’s currently headed—but keep in mind that it’s merely a (very WIP) concept and does not necessarily reflect final features, items or visuals:

Other news

Roadmap

You guys have been asking for a proper roadmap for a while now, and we finally managed to put some time aside to work on one. We’ll be making it public very soon.

HUGE news incoming

We have some seriously exciting news coming out very soon and the future of GROUND BRANCH is looking very, very good indeed. And that, ladies and gentlemen, is all.

• • • • •

While 1030 doesn’t drop, you can keep in touch with us and the GROUND BRANCH community via Discord, the Steam® Community HubRedditTwitterInstagram or Facebook. If you have lot questions and not enough answers, our official FAQ is always here for you.

BUILD UPDATE #024: Patch 1029.4

We’ve fixed an issue introduced with patch 1029.3 that caused some Windows 7 users to not be able to launch GROUND BRANCH.

⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit Enter to go to folder).

For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in …/steamapps/common/Ground Branch and %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/

⚠️ Update your dedicated server

All dedicated servers must be updated to work with the current version. Make sure yours is updated so players can enjoy the latest version of GROUND BRANCH!

Fixed Windows 7 compatibility

We found that after updating Wwise (the audio middleware we’re using) to work with UE4.24, it was trying to use xinput1_4.dll—part of a library that is not available on Windows 7. We’ve removed the references to those libraries, as they’re not required by the game.

Yep—that’s it!

This has been Build Update #024!

If you missed our last update, be sure to check it out here as it has some important news and some nice previews.

Don’t forget to keep in touch with us and the GROUND BRANCH community via Discord, the Steam® Community HubRedditTwitterInstagram or Facebook—hit us up and we’ll get back to you as soon as we can. For those with a lot questions and not enough answers, we’ve also put out an official FAQ that’s well worth checking ou

Be safe, be well, and we’ll see you on the next one.

—The BlackFoot Studios Team

Version info & change log

Game version: 1029.4

Client

Steam Build ID: 4817136
Size: 33 MB

Dedicated server

Steam Build ID: 4817141
Size: 12 MB

CODE

* commented out references to XInput.lib & dinput8.lib in AkAudio_Windows.Build.cs