Build Update

BUILD UPDATE #002: Another Hotfix

We’ve got another small build update ready!

Like before, check the highlights underneath and scroll further down for the complete change log. Keep the reports coming and thanks for playing GROUND BRANCH.

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

Highlights

  • Unmute now works.
  • Fixed “Spectate” button on ops board for Terrorist Hunt and Team Elimination.
  • Fixed fire mode, magazine weight and other UI elements not appearing after a map change.
  • Fixed NVGs not working after map change.
  • Reduced slowdowns from bullet impacts and muzzle smoke/flash.
  • Team Elimination should no longer start when a single player enters the Operations Room.
  • Reduced/fixed slowdowns in Small Town.
  • Fixed some Tanker Ship map issues.
  • Added “Spectate” to bindable controls—default key is F6.
  • Character lighting optimizations.

Build version: 1023
Steam ID: 3053047

Change log

FIXED
* FIXED navmesh area near SW spawn in SmallTown that allowed AI to sometimes spawn inside large rock pile
* fixed being able to start a vote while another is already in progress (oops)
* fixed vote kick not working
* fixed lighting not being reset when leaving character editor in training maps
* fixed player list blank lines
* fixed BP_Explosion_M67 trying to access possible none due to a component or its owner being marked for destroy.
* FIXED tanks Ship bugs
    * Falling off walkway with no railings between pipes on deck 
    * Falling out of map in engine room
    * Falling out of map along lower level of main structure walls (both sides)
    * Engine room walkway stairs not accesible 
    * Misaligned geometry causing gap at bottom of mian stair system just before entering engine room 
* fixed possible none in WBP_TeamElimination_OpsBoard if game state hasn replicated properly yet
* fixed UGBUIFunctionLibrary::GetChildrenOfClass() failing to find children of user widget blueprint
* fixed firemode, center messages and other related widgets no longer working after map change
* fixed quick admin commands being lost on map change
* fixed calls to ClientMessage() in C++ not displaying very long, if at all
* FIXED missing collision on middle section of cinderblack wall
* fixed team elimination starting if only one person enters the ops room.


CONTENT
* Removed 'Pre' from Early Access watermark
* Added 'spectate' to bindable controls.Default is F6
* Folded built in bipod on Mk48 mod1 so it didn't collide as much

* Set bCastDynamicShadow = false on pouches to help performance

* Optimization of bullet hit effect and weapon muzzle flashes
    * Setting Effects to Medium in Settings reduces amount of GPU based particles so should help on lower end GPU's
* Optimized light placements on Small Town
    * Hopefully this reduces specific area slowdowns some poeple are seeing
* Set Depot roller doors to have a random open state at map startup


CODE
* disabled some stubbs in GBAIController & RBEventManager
* added VOIP indicators for spectators
* removed game mode choice from change map vote menu
* enabled ban command to work regardless of player still being online
* added short ban duration to kick to prevent kicked player instantly returning to server.
 * added cancel option to connection screen (just calls 'disconnect' for now)
* disable loop back in voip manager (oops)
* added additional variables to WBP_RadialMenu to John to fiddle with
* changed mutelist storage type from uint64 to fstring.
* tweaked when ops board spectator button is visible/not visible - made need better solution
* set values to some local variables in BP_TerroristHunt & BP_TeamElimination to see if that clears up reported bug
    * shouldn't need to, because as far as I know, Blueprint functions auto-init the values to zero.
* changed "CUSTOM" to "CUSTOM REASON (TYPE IN)" in WBP_ServerAccess_List_Reasons to make it clearer.
* updated GBRoundManager to parse the actual command line instead of relying on game mode options.
* added logging to GBVOIPManager::IsMuted() to find out whats going on with that.

* removed IsMuted() from GBPlayerState.
* changed IsMuted() on GBPlayerController to accept PlayerState instead of UniqueId.
    * updated affected C++ and Blueprints
* removed IsMuted() logging now that it is well and truly fixed.

* renamed WBP_X_BriefingRoom widgets to WBP_X_OpsBoard
* created WBP_OpsBoard_InProgressButton
    * moved functionality of inprogress overlay/spectator button from separate OpsBoard widgets to one that is self contained.
    * automatically shows/hides itself based on round stage.
* updated BP_TerroristHunt
    * cleaned up CheckReadyUp() to make sure it specifically checks the round stage instead of simply checking that it isn't "ReadyUp" stage.
    * rigged it up to replicate desired number of terrorists via AI State to show on OpsBoard.
* updated WBP_TerroristHunt_OpsBoard
    * cleaned up/simplified thanks to removal of inprogress overlay/spectator button to separate widget.
    * added basic 'mission info' - number of tangos + simple objectives (Sweet the area + eliminate threats).
    * this should make the round won't instantly start unless everyone is ready.
* updated BP_TeamElimination
    * cleaned up CheckReadyUp() to make sure it specifically checks the round stage instead of simply checking that it isn't "ReadyUp" stage.
    * this should make the round won't instantly start unless everyone is ready.
* updated WBP_TeamElimination_OpsBoard
    * cleaned up/simplified thanks to removal of inprogress overlay/spectator button to separate widget.
* fixed axis actions bound to mouse button not ending when mousing over interactive widget

* changed Kick command to still add temp ban even if player leaves before they are kicked.
* added vote timeout of 1 minute after map change.
* added map vote timeout of 5 minutes after map change.
* created UGBUIFunctionLibrary::GetFirstChildOfClass() to make it easier to find specific widget without Blueprint shenanigans
* refactored WBP_InventoryBar & WBP_InventoryBar_Heading to fix UE4 bullshit about it being WBP_InventoryBar being out of date (even after I made it fresh!)

BUILD UPDATE #001: Hotfix Patch

As promised, our first hotfix patch since Early Access release is out!

There should be enough replication/sync and quality-of-life improvements to make the game a lot more playable for everyone, especially online.

Please remember this is Early Access, so there may be times when things break and areas where performance may decrease unexpectedly.

Check out the highlights and full change log below and, as always, let us know about any issues you encounter. Thank you all for the reports and suggestions—this right here is why they’re so valued:

Highlights

  • Fixed weapons getting stuck at a high-ready/muzzle-up position.
  • Fixed (🤞) players missing body parts when no item is selected for them.
  • See who’s talking and mute annoying players via player list (Esc key).
  • Scalable AI settings now work correctly and can be adjusted via AISettings.ini. This also allows us to more easily tune the AI as we go.
  • Reduced default amount of team kills required to automatically kick an offending player.
  • Increased TK BanTime from 5 to 60 minutes.
  • Ready Room testing range now muted to those outside of the range.
  • 30-second countdown now starts after all players have selected an insertion point (it can still be skipped/cancelled).
  • Players who miss round start now have 5 seconds to make it to the Operations Room; they will be spawned at a random insertion point.
  • Quick admin commands to make it easier for admins/moderators to police servers.
  • Working SteamCMD for free dedicated servers (AppID 476400).
  • Turned off Oculus VR plugin to stop game trying to start up the headset.
  • Fixed some navmesh placement inside some Tanker Ship deck structures that allowed AI to spawn inside meshes.
  • Removed M24 SWS until proper bolt-action animations can be added.

Known issues in new features

  • Muted players cannot be unmuted until server is reset.
  • New features will be refined as we get more user feedback in the near future.

Build version: 1023
Steam ID: 3045474

Change log

FIXED
* FIXED inadvertent navmesh placement inside some deck structures in Tanker Ship
* fixed incorrect customize operator tooltip on WBP_FrontEndMenuManager
* fixed name not being set when using character editor from front end menu
* FIXED some misaligned textures and lighting LOD settings in ReadyRoom
* fixed remote obstructed alpha being converted incorrectly
* fixed incorrect sound class on several misc sounds, include metal impacts (yay!)
* fixed grenade being thrown when leaving live fire area if about to be thrown


CONTENT
* Turned off OculousVR plugin
* Removed M24 until proper animations can be created
* Added in buffer room to RR Range to reduce sound in Team Room when players shooting
* Fixed missing Splash screen
* Added UE4 splash logo movie
* Refined Scalability settings for more consistent performance across all settings
    * Noticeable framerate gains for Medium/High settings for Shadows and Effects setting  


AI
* updated AITacticalPerectionComponent to allow loading settings from an external ini formatted file and from a specific section
* Tweaked the sense sight ADSR envelope to give a slower ramp up to the sight sense, should give a slight perceptual delay.



CODE
* updated GBPlayerController()
    * init char appearance/loadout functions now attempt to load the then the default version if the last used fails to load.
    If for some reason that fails, it randomly creates one.
    * if a char loadout/appearance is added and the player has a null char appearance/loadout, one wil be created immediately.
* updated GBGameMode
    * re-enabled some stubbs/logging to track when default appearance/loadout is used
    * improved logging of when no appearance/ladout is used
    * added potential fix for default appearance/loadout not being used
* updated WBP_Settings_Video to fix variable used by AA Type setting
* created Blueprint functions to get default char appearance/loadout paths
* created Blueprint functions to apply char appearance/item assets if they are missing on character.
* added sanity check/fail safe to BP_Character using new Blueprint functions 
   to make sure some kind of appearance is set regardless.
* updated WBP_CharacterEditor and WBP_ItemEditor to fall in line with other screen layouts and work as pre-placed widgets.
* updated WBP_CharacterEditorScreen
    * like the player controller updated, will attempt to load last used, then default and finally just create a random one.
* created WBP_CustomiseOperator based off WBP_CharacterEditorScreen
     * before trying to load anything from disk, will first ask the player controller if it has an appearance/loadout.
    * replaces much of functionality that was on BP_Trigger_CustomiseOperator
* updated UGBCharAppearanceData::AddNewCharAppearanceMesh() to ensure bLightAttachmentsAsGroup was set to true.
 * revmoed GBItem::CreateCollisionProxy()
* updated AGBItem::PreSave()  to ensure bLightAttachmentsAsGroup was set to true for all items, not just ones we remember (oops).

* increased TK BanTime from 5min to 60min
* added mute support
    * hit escape to see player list
    * talking players have throbbing names and VOIP icon
    * to mute, hit VOIP icon
* added quick admin commands
     * hit escape to see player list
     * if you have admin powers, an admin menu will be next to each players name
     * quick admin powers include kick, ban, kill, resurrect, toplayarea, toreadyroom & mute
* added new sound class to allow more control of sound while in ready room
      * players in RR, but not in live fire area will hear sound at 1/10th the volume.
      * players in RR and in live fire area will hear sound at full volume.
* when in live fire area, get warning if not pointing down range
* TerroristHunt change
      * 30 second countdown starts when insertion point is selected
      * anyone inside the operations room at end of count down will spawn in play area
      * anyone who hasn't selected an insertion point will have one selected for them.
      * anyone entering the operations room within the pre-freeze delay will also be sent to play area
      * if everyone leaves operations room before timer expires, timer is cleared.
      * if everyone selects an insertion point, round starts immediately.
      * ops rooms board will show if game is in progress and display spectate option
* TeamElimination change
      * 30 second countdown starts when someone on both teams selects an insertion point 
      * anyone inside the operations room at end of count down will spawn in play area
      * anyone who hasn't selected an insertion point will have one selected for them.
      * if everyone leaves operations room before timer expires, timer is cleared.
      * if everyone selects an insertion point, round starts immediately.
      * ops rooms board will show if game is in progress and display spectate option
* set DefaultAISettings based on those that were hard coded in previous builds
* disabled Advanced Settings in WBP_TerroristHunt_Settings until support for new ini is created.

A new build… oh my!

Lots going on with Ground Branch these days and as we get ready for Early Access we will be releasing more frequent builds to get the most testing possible. So build 1020 for client and server is available now. We also are down to our last 70 crowd funding pre-order keys and once they are gone you won’t be able to play Ground Branch until the official Early Access release. So tell all your friends and lets get then sold!

So, for the new build there are a few very important items to cover……

1018 is finally here!

Go to Steam to get the latest update of Ground Branch.

We continue to improve the overall usability and player experience with Ground Branch. Online stability has been greatly improved as we are now starting to refine the gamemode systems that will allow us to polish up existing gamemodes and more rapidly introduce new ones to try. As with the previous public build, the overall Ground Branch experience continues to improve greatly.

1017 Ground Branch update is ready!

Go to Steam to get the latest update of Ground Branch.

ps

The main focus of this release is stability and performance and therefore a lot of “under the hood” non visual work has been done. While still a work in progress, the online experience has gotten some much needed love and is now much more stable and reliable. Overall performance increases have been achieved with the move to Unreal Engine 4.15.2 combined with reworking some core game systems. Still lots of work to do in these areas, but the current Ground Branch gaming experience feels much better than previous builds.