CTE UPDATE #003: 1030 Testing
⚠️ NOTICE ⚠️ This update will completely wipe your saved game settings, but not your item builds. That is necessary to ensure certain updates do not conflict with old files. Sorry for the inconvenience!
CTE Update #003 is, we hope, the final testing build for version 1030. There have been plenty of optimization passes and bug fixes, some content and effects updates, UI/HUD improvements and more. Let’s go over the highlights:
What’s new
Performance optimization
Dynamic lighting and maps have received several optimization passes to improve framerates on all systems. Remember to let us know how the game performs for you now—along with your system specs!
Maps
- Optimization, cleanup and art pass on all maps.
- Creek should now have less instances of hitting invisible barriers and being detected behind cover/concealment.
- 747 now has a ladder behind the small hangar leading to a roof platform.
- Power switch boxes will now be disabled if damaged, causing the power to be cut off.
Systems and mechanics
Weapon handling
- Weapon sway has been updated with a more subtle effect:
- Low arm strength is represented by a jitter that gets more pronounced over time.
- Low stamina will add an up/down breathing motion to the mix.
- You can now use the Steady Aim function by holding the Sprint key (default
Ctrl
) while stationary to temporarily stabilize your weapon. - Most weapon attachments now have a weight value set, which should have some effect on weapon inertia, arm strength depletion and overall stamina.
- Most non-apparel character assets (e.g. helmets and armor) and equipment (binoculars, explosives) have also received a weight value.
Weapon customization
- Offset rails should now only accept appropriate sights: backup iron sights and low-mount mini red dots (e.g. RMR, Micro T-1).
- Scope rails (for “piggybacking” optics) should similarly only accept low-mount mini red dot sights.
- The MP5 RIS handguard now accepts the AN/PEQ-15.
Miscellaneous
- The last few AI enemies—depending on how many were set—will now rush to the player’s position. (Note that they may get stuck on the map!)
- You may now display your framerate (Settings > Video > Show Framerate) and net info (Settings > Gameplay > Show Net Info) in the top-left corner of the screen. (Note: Show Framerate might cause your resolution to be reset.)
- Time of day is now randomized at map load. (It can still be set in the Ops Board, but won’t be always set to 1200 hours unless changed.)
- AFK detection system: After 2 minutes of inactivity, players will get a prompt. Failure to respond to it will result in them being removed from the mission area and sent back to the Ready Room.
- When playing online, you can now select the Mute All, Mute Talking and Unmute All shortcuts at the bottom of the screen.
- You can now drop (default
J
) and pick up more types of items, such as grenades.
Audio
- Ambiences for City (first pass) and Creek.
- Improvements in acoustics on City, 747, Creek, Depot and Ready Room.
- Improved/new gunshots for M4A1, MK18 (work-in-progress), M416D, AK-74M, AKM, MK48, SVD (work-in-progress), MK14, FAL, MP5, UMP45, G19, MK25, M9A3, M17 and M1911.
- Gunshots and placeholder reload sounds for M110 and M110K1.
- Breathing sounds for breath control and fatigue (the latter stopped working a while ago—needs fixing).
- First pass on the general gunshot mix update (mainly levels).
New assets
- The M110 and M110K1 semi-auto rifles have been added to the sniper rifle/DMR class. Variants of the venerable KAC SR-25, they both fire 7.62 mm NATO rounds from a 20-round magazine. (Known issue: They cannot attach a suppressor yet.)
- The Rangefinder has been added to the Equipments pouch tab. Proper functionality is yet to be implemented; it currently works just like the regular Binoculars, but has a Night Vision mode accessible via the Reload key (default
R
). - New suppressor for 9 mm pistols.
- New AK suppressor (generic placeholder).
- New NVG (AN/PVS-15) model. (The accompanying mount/arm has yet to be implemented.)
- New PMAG magazine.
- New skins:
- Indigo and Black (Jeans)
- Tan (Headset)
- Coyote Brown (T-Shirt)
Visual updates
- Temporal antialiasing (Temporal AA or TAA) now uses new default parameters to create a sharper image that vastly improves on the blurriness of the regular effect, although it may also negate the smoothing where it may be desired. You can tweak these settings via these lines in your Engine.ini file (located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor). We encourage everyone to try different values and let us know how it looks and performs:
[/Script/Engine.RendererSettings] r.TemporalAACurrentFrameWeight=0.2 r.TemporalAASamples=16 r.TemporalAASharpness=0.75 r.Tonemapper.Sharpen=1.0
- Blood effects now include impact mist and surface splatter.
- Tac lights have a new, more authentic effect. The brightness output and color temperature is also slightly different between each model and based on real-life values.
- There should be less instances of red dot/holo reticles not being visible against backgrounds. Some sights also have less brightness steps—subject to change. (Known issue: reticle brightness changes may not be noticeable on some lighting conditions and sights.)
- Many assets have received a color and brightness correction:
- Items that were previously grayish, particularly weapons, should now appear darker and closer to their real-life color.
- Skins now more closely resemble their real-life counterparts and should better match other items of the same color.
- The MK18 Mod 1 now uses the more authentic FDE (flat dark earth) handguard color regardless of the skin selection. (Known issue: AN/PEQ-15 units mounted on them no longer switch to the tan version.)
- The MK25 pistol now has a threaded barrel.
User Interface (UI)
- Updated Customize Operator screen:
- The Loadout section (under Weapons Kit) gives players a summary of all ammo, ordnance and equipment in the loadout.
- First pass on the Encumbrance meter – Gives players a rough idea of whether the loadout is “Light”, “Medium” or “Heavy” in terms of encumbrance on a scale of 5 to 55 kg. Each of the three weight categories is currently only a simple abstraction, and there’s no actual upper limit on how much the player can carry.
- Minor art/style pass on various elements.
- The Spectator Mode now has a minimap that tracks the position of friendly players in the map.
- The HUD stance indicator has been updated with new icons that display all weapon positions as well as character stances:
- Leaning is no longer displayed (unnecessary at this point and at odds with the much more useful weapon position indicators).
- Gameplay settings have yet to be updated to allow the player to control which icons to display. (They still only allow the option for Standing and Crouched.)
- Updated VOIP (Local and Radio) icons.
- Fixed/updated the display names for all skins to be consistent across items.
- Ensured the full display name for item skins (within menu selection) and their short version (visible in the selection swatch triangle) were also consistent.
- Updated pop-up Hints.
- Updated Default Controls screen layout. (You can also disable it now under Settings > Gameplay.)
- Minor art pass on HUD interaction prompts for better readability and a less intrusive appearance.
- Minor art pass on the Attachments radial menu.
Known issues
- Dynamic lighting on maps is still a work in progress. You are likely to see issues with sudden eye adaptation and exposure changes—among other issues—so please bear with us!
- Spectator Mode (shortcut:
F6
) may display no lighting scenario and/or a pitch-black sky. - Pouches for the Plate Carrier are not switching to their tan skin variation when that would be the best match for the vest.
- Headsets are similarly not matching the skin of some headgear items.
- Helmets that use the ARC rail version of the Headset attachment are using the regular version instead.
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