The second and final hotfix update for GROUND BRANCH Alpha v1028 is now available with general fixes, some cleanup and a little dash of content update. But before we go over this Build Update, gather around the bonfire and allow us to do a little recap. Not in the mood? Skip to Build Highlights ↓
Recap: 1st Early Access Anniversary
August marked the first anniversary of our Steam® Early Access (EA) launch. It was far from a smooth launch, with many players feeling the game wasn’t EA-worthy, turned off by the lack of polish and limited content. Others immediately became active members of the community—some even forming units for regular sessions—but, overall, not many stuck around. Regardless of player adherence, however, one word was common throughout the vast majority of reviews: potential. Whether or not players “got it” and kept playing, GROUND BRANCH’s potential was clear to most fans of the tactical shooter genre that tried the game.
The decision to release GB to the general public at the time was a very risky one, but the fact that so many players shared our vision and saw the same potential we did was enough encouragement to keep working on it as hard as we could. It goes without saying that the financial support brought on by sales (even if very modest in comparison to immensely more popular games) has greatly helped us along the way, allowing us to purchase development assets, hire contractors and get a little compensation for all the effort we’ve been putting in. So if on the one hand we might have come out in the open too soon, Early Access has also exposed GROUND BRANCH to a much larger audience and feedback pool, forcing us forward—right out of the “closed doors” development comfort zone—and providing essential funding.
At the time of Early Access launch, we were 5 team members. A.I. programmer Phil Carlisle (aka zoombapup) has since departed the team, with A.I. work since circa October 2018 having been done by Kris. But Early Access has also brought us sound man Mikson straight from the community, and we’ve just recently secured the long-coveted animator: she goes by toadie2k, is based in Australia, and you might know her from the prolific Arma 3 modding scene. All in all, we feel like we’ve made steady progress since launch, but things should hopefully pick up pace a lot more from here on out.
In conclusion, we’d like to thank everyone who ever gave GROUND BRANCH a try—but especially everyone who stuck with it and have kept our community alive over the last 12+ months. We truly appreciate your support.
· · ·
How do you feel GROUND BRANCH has progressed over the last year? Let us know in the comments! Also…
Please consider updating your Steam® review! (Or leaving one)
For many players, the decision to buy or pass on GROUND BRANCH lies heavily on customer reviews. The game has changed considerably since EA launch, so make sure you customer review reflects the most recent feature set, stability and content. And, most importantly, your most recent opinion.
We currently hold a “Mostly Positive” rating for All Reviews (recommended by 78% of them), and a “Very Positive” rating for Most Recent (92% approval over the last 30 days). Your review update might make a difference!
· · ·
Are you interested in following development a little closer or interacting with us?
› 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 (copy and paste the underlined path onto your File Explorer address bar and hit Enter to go to folder). For those who can afford it, a full reinstall isn't a bad idea either: it may fix broken/missing features introduced in this version, as well as issues with controls, loadouts, assets and settings.
› Update your 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.
Build highlights
Content updates
UPDATED:MP5 family
The MP5A4: fixed stock, 3-round burst option
MP5 models and textures have been updated to be consistent across all variants.
Added MP5A4: fixed-stock variant with 3-round burst capability.
MP5A5 (sliding stock, 3-round burst) has replaced the MP5N.
UPDATED:AN/PVS-22 UNS textures
The AN/PVS-22 UNS night vision optic has received new textures that include markings and improved materials.
Worn out, but it works
UPDATED:G33 Magnifier model and textures
A new model and textures for the G33 Magnifier have been added. It now features the EOTECH® logo and markings.
Might as well make use of the licensing, right?
KNOWN ISSUE: The front lens has a texturing error, but remember it’s rude to stare.
Optic placement
The placement of optics has been further adjusted to reduce instances of clipping.
Keep in mind that weapon builds created before this version will not be affected.
Ultra-widescreen support for NVG/Binoculars overlays
The screen overlays for the AN/PVS-15 and Binoculars should now display correctly on ultra-widescreen monitors.
General cleanup and bug fixes
Fixes and cleanup form the bulk of this update. You can read the full list in the raw change log, but here are some of the main ones:
The sound bug where a full auto loop goes off forever should hopefully be gone. Again.
The grenade throw arc should no longer be affected while holding Use/Interact (default F) + Mouse Wheel for incremental door opening.
Aim / Use Off Hand (default Right Mouse Button) should now consistently close the top Inventory bar.
Magazines will no longer take their skin from the pouch/vest color and should now match the weapon’s skin selection—when applicable, of course.
Fixed Shooting Range targets not dropping consistently. (Told you this f***er keeps creeping back in!)
Power Station has two less exploits: being able to jump over fence out of bounds and being able to look through ceiling inside A tunnel.
You will no longer go through the wall when jumping off the ladder in City. Thanks for the reports!
City has also received a little optimization pass for textures.
Window panes on 747‘s namesake aircraft no longer appear through other elements in map (e.g. the aircraft’s wings).
Hints should now always display at the top layer on the screen.
Added hints for the Binoculars usage (zooming in/out and NVG incompatibility).
After Grenade Throw option should again correctly follow player settings under Gameplay › Firearm; in particular, “Switch to Previous Item” should now do as it says.
Improved foregrip hand pose and location for the MP7A1.
Various crash fixes.
A bunch of code and under-the-hood stuff only Kris really understands.
What’s next?
Version 1029 will be a big gear-oriented content update. Expect a lot of new and updated attachments, a remade Depot map and maybe a taste of the new character assets.
The groundwork for the new character skeleton—which will allow for new, clean animations—continues to be implemented in a separate development branch and is still set to have its first working iteration ready for the big v1030 update.
Stay tuned!
Change log
Build version: 1028.2
Client
Steam Build ID: — Size: — GB
Dedicated server
Steam Build ID: — Size: — MB
FIXES
* FIXED spawn protection actor not removing its "ignore use input" entry
* FIXED GBPlayerController not resetting the ignore use input array when reset on map change
* FIXED ZooKeeper server settings not updating without restarting server when changed at runtime by admin
* FIXED Shooting Range targets not falling consistently
* FIXED Power Station – view through the ceiling when on top of the box in the A tunnel nears the stairs to A hallway
* FIXED Power Station – being able to jump over the fences into the areas considered outside of the map
* FIXED 747 – invisible obstruction in front of car that blocks way forward
* FIXED little crack on the wall on Power Station stairs (east side)
* FIXED distorted texture on Power Station wall near stairs
* FIXED binocular overlay ultra-widescreen support
* FIXED night vision overlay ultra-widescreen support
* FIXED calling switch items on an item you're already switching to
* FIXED grenade switching to primary firearm instead of last used item
* FIXED binoculars not scaling sensitivity
* FIXED hints being displayed behind other widgets
* FIXED being unable to holster sidearm
* FIXED UseOffHand not hiding inventory bar
* FIXED log spam about invalid player states in WBP_GameInfo
* FIXED order in which night vision post process is enabled and overlay is faded in/out.
* FIXED incorrect target hands for dropped firearm and magazine
* FIXED PrevEquipped[X] being cleared incorrectly as item was put away
* FIXED AGBCharacter::PlayNextSwitchItemStage() called equip montage if item still in target hand.
* FIXED AGBCharacter::PickupItem() not clearing equip hand targets
* FIXED possible usage of nullptr in UGBItemDragDropOperation::CreateTargetProxyFromItem()
* FIXED crash in lambda used by AGBPlayerState::OnRep_InReadyRoom() to delay event call
* FIXED crash in IUWorks::StartupModule() due to SteamGameServerUtils() returning nullptr
* FIXED bad logic in AGBGameMode::HasReachedTimeLimit()
* FIXED looping full auto sound when firearm is destroyed while full auto sound is playing
* changed PostEvent calls to set stopWhenAttachedToDestroyed to 'true'
* added C++ code to call UAkGameplayStatics::StopActor() when firearm is destroyed
* FIXED AlaskaCedar_Desktop_Branch_Mat blocking bullets
* FIXED Next/Prev Position input working on door even if Use/Interact isn't held down due to overlap not resetting last Use/Interact time
* FIXED grenade showing arc on Next/Prev Position input even if door was being interacted with
* FIXED placement of flashlight handguard on MP5A4 and A5
* FIXED incorrect icon for MP7A1
* FIXED clipping through wall when jumping off ladder in City map
* FIXED 747 windows and doors rendering through wings and other geometry in map
* FIXED gap in City map pub area wall
* FIXED grass showing through City map street
* FIXED MP7A1 grip pose and location
* FIXED magazines taking skin from pouch/platform instead of related firearm (at least with modular pouches)
* FIXED BP_MP5SD5_SuppressorRail bottom rail acting as top rail
* FIXED UGBSightComponent::GetMatchingFrontSightPost() finding the lowest front sight post instead of the front sight post with the closest matching height to the rear sight post
* FIXED grenade arc being adjusted while Use/Interact key is held down
* stops arc changing while opening door incrementally
CONTENT
* exposed shootable target's take hits variable so can be set per placed target in maps by level designers
* finished off AN/PVS-22 textures
* City map
* texture usage optimizations
* downsized a lot of 4k textures that were being used
* reworked flashing light setup on SWAT truck to look a lot better… and actually flash
* adjusted blocking socket on ACOG 6x and M233 scopes to stop clipping
* adjusted AK-74 sight rails to be a bit more forward
* removed development version of User Arena map
* adjusted placement of various optics
* updated MP5 models to be consistent in design, scale and material usage
* no longer have the MP5_Navy
* added MP5A4 and MP5A5 versions
* updated G33 Magnifier mesh and materials
CODE
* updated handling of switch items, pickup item and drop items
* more unified approach that is more brute force in its handling
* added hints for binocular usage – zoom and not working when night vision goggles are down
* updated GBGameMode to make it wait until round stage is WaitingForReady before ending game based on time limit
* added TimeLimit > 0 check to AGBGameMode::HasReachedTimeLimit() to stop it thinking we've hit a time limit when none was ever set (oops)
* changed usage of DetachFromComponent() to ensure UActorComponent::Modify() is NOT called
* removed erroneous usage of TWeakObjectPtr in various classes
* replaced them with UPROPERTY() versions
* added additional checks when required
* should fix crash related to TWeakObjectPtr - can't crash if it doesn't exist
* ensured UniqueId.ToString() uses same logic
* created UGBGameplayStatics::GetUniqueIdAsString() for those that use PlayerState
for all others, made sure they followed the same logic
* should fix crash related to IsValid() error in UniqueId somewhere…
* updated BP_ANPVS_15
* rearranged logic to fix bug introduced by animation change
* cleaned up turn on/off play raise/lower animation events
* updated GenerateBuildNumber.bat to use P4_Tickets as password if defined for both login check and change list info
* updated C++ & Blueprints to change references to RoundLength and RoundDuration to RoundTime
* changed "roundlength" entry in DefaultGame.ini to RoundTime
* updated DefaultZooKeeper to add "roundtime" as a valid command
* updated BP_TacLight_MP5 to look for socket on potential parent rather than at the class of the potential parent
* updated GBRailComponent to use different colors to show rail face
Blue = top
Orange = bottom
Green = side
Cyan = angled
* created AGBGameState::CanChangeLightingScenario() event to allow/disallow lighting change mid-round
* removed unused WBP_StunOverlay
* updated BP_StunAffect to disable itself when destroyed
* changed CanChangeLightingScenario() from BlueprintImplementableEvent to a BlueprintNativeEvent and created native implementation in GBGameState C++
* removed ExampleDeviceProfileSelector from EnabledPlugins array in DefaultGame.ini
* removed additional Tilde (~) key from ConsoleKeys array in DefaultInput.ini
* removed support for MouseSensitivityMagnified2-8 – no longer needed
* added bDisableInputScaling setting to GBPlayerSettings
* allows you to disable the 2.5 scaling that is done to all input by default
NOTE: may simply scale mouse/controller sensitivity to compensate later
* added ControllerSensitivityScale variable to GBPlayerController
* scales controller input based on the sensitivity change caused by aiming/using magnified optics
* removed hint time limit constraint
* hint manager now supports multiple hints and removes any hint of a similar class if another one is added
* moved grenade hints to same location as all other hints
* updated all hints to flow same format
* heading, then description with button usage, if any
* added support for TeamKillWarning
* uses hint system to warn the player when they have teamkilled
NOTE: means it only comes up 3 times before not showing up anymore
Build Update #017 will cover this small hotfix update for v1028, which is mostly focused on quality-of-life improvements for scopes—or magnified optics, as we pedantically call them.
› 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 (copy and paste the underlined path onto your File Explorer address bar and hit Enter to go to folder). For those who can afford it, a full reinstall isn’t a bad idea either and may fix missing features introduced in this version, as well as issues with controls, loadouts, assets and settings.
› Update your 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.
Build highlights
Scope (re)work
PiP rendering
We’ve reworked the PiP (picture-in-picture) scope rendering to correct a few issues, including:
Lack of sync between scope sight picture and the original scene outside of it (e.g. your weapon’s forearm “lagging behind” when seen through the scope).
Optics displaying different magnification (at the same power) depending on scope placement along the rail.
Recoil at higher magnifications not appearing to “scale up” correctly from lower magnifications.
Scope reticles no longer move along with the scope shadow. This is based on real-life behavior (and is a work in progress).
Mouse sensitivity scales based on magnification
Mouse sensitivity is no longer set individually per magnification level. It now scales automatically, proportionately to the magnification: the more magnified your optic is, the less sensitive your mouse movement will be.
Other changes and fixes
Added reticle brightness change sound effect for non-magnified sights.
PM II scope now has variable 5–25x magnification.
The Specter DR 1x/4x‘s lever switch (on the left-hand side) and the AccuPower 1–8x‘s rear ring now reflect the current magnification setting, which is dope.
AccuPower 1–8x now has an additional 1.5x zoom step.
Lasers beams now follow weapon recoil.
Red dot reticle sizes were reduced by roughly 35%.
Updated Specter DR 1x/4x model.
Fixed being able to kick/ban server admins (sorry it happened, FUBAR).
Known issues
Aiming down sights may default to secondary sight (offset or piggybacked) if one is equipped.
Some optics still cause clipping when placed too close to the camera, particularly when shooting and reloading while Engaged (ADS).
We’ve fixed the floating RMR on the AccuPower 1–8x, but the scope’s top adjustment turret now obscures it. Derp.
PM II 5×56‘s display name doesn’t reflect the variable magnification (5–25x).
What’s next?
We might do a small gear-oriented update within the next couple of months while character work—new skeleton, character assets and animations—is being done on a separate branch for the next big update. We’ll keep you guys posted!
Change log
Build version: 1028(.1)
Client
Steam Build ID: 4113861 Size: 98 MB
Dedicated server
Steam Build ID: 4113864 Size: 35 MB
FIXES
* FIXED placement on Defaults button in WBP_Settings_Gameplay
* FIXED warning in BP_M1014 & BP_SDASS_Martial about bad reload tags
* FIXED being able to kick/ban an admin
* FIXED not seeing kick/ban message as a client that is kicked/banned
* FIXED slightly off-center AK-74 MI iron sights
* FIXED excessive scope shadow when Specter DR was attached too close to camera
* FIXED floating RMR on AccuPower 1–8x
CONTENT
* Reduced red dot reticle size roughly 35% (closer to true MOA)
* Added functionality for magnification indicator ring to rotate based on what magnification is set on the AccuPower scope
* Added 1.5x magnification for AccuPower
* Updated Specter DR to new model
* 1x–4x lever moves based on setting
* Added variable magnification level handling to BP_Optical_PMII_5_25x
AUDIO
* Added reticle brightness sound effect for non-magnified sights
CODE
* Added check to prevent disabling night vision as a spectator while following
* Updated bullet warn functions to take use a cached subsonic value from the bullet movement component instead of trying to calc it on the fly
* Changed AccuPower reticle mipmap generation to "no mip maps" to hopefully prevent pixelation issues
* Hid Tutorials menu option from front end menu manager
* Removed night vision option from spectator controls when following (no longer doable)
* Reduced AI sight distance from 150 m to 100 m
* temp fix
* Removed friendly check from bullet cracks/whizzes - watch your fire
* Removed impact check that prevent bullet cracks/whizzes - should hear both apparently :shrug:
* Change bullet warning to be both whizz and crack if crack is an option
* Updated ZKBan class
* will reload the ban list next login if it hasn't been updated in more then 10 minutes
* added DefaultBanDuration option to use instead of permanent ban if no ban duration specified
Defaults to 12 hours if not already set
* Updated the network failure, travel failure and save failed overlays to look glaringly out of place and official to really get the players attention
* Updated all alert/notification messages to be based on WBP_ServerBrowserMessageOverlay at request of Scopey
* Improved server/client mismatch message
* Updated UGBSightComponent::GetMagnificationSensitivityLevel() to return the highest sensitivity level instead of 0 if magnification level is greater than the number of sensitivity levels
* Updated BP_TargetViewer – way old Blueprint
* Removed BP_TargetViewCamera – unused Blueprint
* Magnification levels to calc FOV instead of manually setting FOVs
* Cleaned up sight C++/Blueprints after switch to magnification FOV
* Removed 2–8x magnified sensitivity UI entries from WBP_Settings_Controls – not use in current dev test
* Cleaned up and recompiled BP_FenceMaster Blueprint
* rebuilt nav meshes and cover on maps using it
* Changed tick update time on BP_AN_PEQ_Master & BP_AN_PVS22 to PostUpdate
* Updated M_OpticalSight_Master to handle scope shadow via material rather then external calculations
* Adjusted scope shadow values used by MI_PMII_Lens
Well, at least we got Build Update #016 with everything you need to know about v1028 of GROUND BRANCH. This is a big one, so sit back and read on for all the highlights and deets. As usual, the raw change log is at the end of the post, right after the version info.
› 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 (copy and paste the underlined path onto your File Explorer address bar and hit Enter to go to folder). For those who can afford it, a full reinstall isn’t a bad idea either and may fix missing features introduced in this version, as well as issues with controls, loadouts, assets and settings.
› Update your server!
All dedicated servers must be updated to work with the current version.
Build highlights
Gameplay
New (WIP) damage model
This build brings the first iteration—Phase 1, if you will—of the new damage model that generally ramps up lethality. Kris explains it better than the rest of us ever could, so let’s quote him:
[Initially] We added a method that took penetration, internal organs, bleeding and such into account. Unfortunately, it was pretty horrible due to lack of feedback, i.e. it lacked decent reaction animations, bleeding effect, on-screen “messages” for the player.
Quickly replaced it with a temporary measure that bases the damage on the kinetic energy of a round, scaled by how much it penetrates and in what location.
This value is not the correct way to do damage from a bullet, but it ended up with values for the handgun that were similar—2 to 3 shots to the chest—while making everything else more powerful, e.g. one-shots with a decently placed 7.62 mm, shotguns ruining your day etc.
So while the approach we arrived at is not final by any means, the one we’re aiming at for the future requires visual feedback in order to work. Nonetheless, this new stand-in damage model beats what we had before, which was essentially a 3-body-shots or 1-headshot affair with no caliber differentiation.
It is important to note that armor has not yet been implemented, so the higher lethality brought on by this new damage model will be partly offset by working armor somewhere down the road.
Reticle brightness adjustment
You can now increase and decrease the brightness of most illuminated reticles. Use [Home]/[End] respectively to increase/decrease brightness. These key binds can be changed under Settings › Controls; they’re listed at the bottom of the command list, under “Other”.
Known issues
Brightness settings aren’t optic-specific and are set to 10 levels that may be inconsistent across different sights.
Depending on lighting conditions, the lowest brightness setting on some optics may display a dark dot rather than an illuminated one.
N is for Night Vision
We’ve moved the NVG toggle from the Equipments Menu ([4] key) to the [N] key. You can change that bind to something else under Settings › Controls.
Fire to Ready
Now when you press Fire (default [LMB]) while in High Ready or Low Ready, your primary weapon position will be changed to Ready (shouldered, sights not engaged; aka the “point-shooting” position). This makes it easier for some players to change to Ready, as previously you had to gauge how much you scrolled up or down from an off-target weapon position. It also prevents the silly firing into the air/ground allowed by the previous control scheme. Nothing has changed otherwise: scrolling up once from Low Ready (or down from High Ready) will still bring your weapon to Ready.
Holding the Fire key while in High/Low Ready will ready the weapon and start firing as soon as the weapon and view are aligned.
Auto-Close Ready for Sidearms
Handgun obstructed while aiming down the sights? Your character will now automatically switch to the Close Ready position (pistol held close to the chest and pointed forward) so you can still fire, making sidearms more useful in very close quarters.
Door interaction
Incremental opening
Incremental door opening is now done by holding Use/Interact (default [F]) and scrolling up/down, so you can now change weapon positions without accidentally interacting with that stupid door you’re getting ready to crack open.
Hell, let’s recap that for good measure:
INCREMENTAL DOOR OPENING
› HOLD Use/Interact (default [F]) + [Mouse Wheel]
Pushing doors
Walking into doors that aren’t fully shut will swing them open/closed.
Pick up that ammo
You can now take the magazine from a dropped weapon by looking at it and holding Use/Interact (default [F]). So tap key to pick up weapon, hold key to pick up magazine. Easy. Intuitive.
Re-equip loadout
When facing a Ready Room locker or training area workbench, hold Use/Interact (default [F]) to re-equip your loadout and restock your ammo and grenades.
Audio
New suppressed sounds
Suppressed gunshot sound effects for the M416Ds, M4A1s, MP7s, MP5s, AK-74M and MK 14 Mod 2 EBR were updated. New suppressed weapon tails were also added for assault rifles, submachine guns/PDWs and sniper rifles/DMRs. Be sure to try them out!
Bullet crack
Supersonic rounds now produce a characteristic “crack” sound when flying past you. Scary, but what did you expect in a firefight?
Content
NEW SIGHT: Specter DR 1x/4x
We have teased the model on Instagram way back in January, and now the Specter DR 1x/4x (the DR is for Dual Role) is finally here with variable magnification (you can switch between 1x and 4x on the fly), as well as a Picatinny rail mount on top for secondary red dots. The center reticle dot can also be illuminated and has adjustable brightness.
The Specter DR 1x/4x, seen here with the new RMR model mounted on the top rail
Here’s the sight picture:
Left: 1x and no dot illumination; right: 4x and max dot brightness
With the quick zoom switch and illuminated dot that assists target acquisition—plus a top rail to boost—the Specter makes for an incredibly versatile sight. We recommend mounting it close to the eye for better reticle clarity and optimal field of view.
You can alternate between 1x and 4x with [Page Up] and [Page Down]. Increase dot brightness with [Home] and decrease it with [End]. (These key binds can be changed under Settings › Controls. They're at the bottom of the command list. These controls are valid for every sight with similar functionalities.)
NEW SIGHT: AccuPower 1–8x
Our first true LPVO (Low-Power Variable Optic) is the Trijicon® AccuPower 1–8x. It offers 1x (no magnification) all the way to 8x.
While the real thing offers “fluid” zoom (i.e. you can analogically set it to any magnification between 1x and 8x), our current version offers 1x, 2x, 3x, 4x, 5x, 6x, 7x and 8x in steps—at least until we figure out a more faithful approach.
The reticle’s red sections (a center cross and 4 semi-circumferences) can be illuminated with 10 brightness settings. Let’s take a look at the sight picture:
Left: 1x with max brightness; right: 8x with illumination turned off
The 1–8x variable magnification makes the AccuPower more versatile and capable of longer ranges than the Specter, but all the different zoom levels you’re able to cycle through also make it less agile than the DR’s quick 1x/4x switch. To offset that, however, you can mount an RMR (ACOG) on the front scope ring’s integrated RMR mount.
Hint: Try binding the increase/decrease magnification commands to [Mouse Wheel Up] and [Mouse Wheel Down] respectively, making sure you add [Alt] as a modifier key for both. That will make [Alt] + [Mouse Wheel] your go-to bind for zooming in/out with all your variable power optics.
Known issues
On first use, the AccuPower reticles may appear at a low resolution and require a second or two to load correctly. Once you have cycled through all zoom levels, they will remain at full resolution.
At higher brightness settings, the illuminated sections of the reticle may bleed/glow through.
The RMR (ACOG) doesn’t visually touch/connect with the scope ring mount and will appear to float a few millimeters from it.
NEW SIGHT: AN/PVS-22 UNS
Sick of trying to shoot through a scope in a night map and having your NVG’s fixed focal range blur out your entire sight picture? We got you covered with the AN/PVS-22 UNS (Universal Night Sight).
See the mystery tube in front of the PM II scope?
If mounted right in front of your preferred magnified sight, this “clip-on” night vision optic essentially turns it into a night vision scope. Pretty damn sweet, right? It is a rather large optic, however, so make sure you have the rail space for it and your magnified sight too.
Here’s the PVS-22 in action:
Prowlaz quickly demos the AN/PVS-22 in co-op Terrorist Hunt (while sounding clearly aroused, which we can’t blame him for)
Notes
The PVS-22 will not work with non-magnifying optics like red dot and holosights. This is intended and based on how the optic works in real life.
The PVS-22 is not a standalone sight. It is only usable in conjunction with a magnifying sight.
In real life, clip-on night vision optics are typically used in sniper and designated marksman roles due to their size and weight. It is likely to follow suit in GROUND BRANCH when stamina and other such mechanics are implemented.
Known issues
IR laser beams (as emitted by the AN/PEQ-15) and the Marker Strobe‘s IR flashing light aren’t visible through the PVS-22 when they should. We’ll have to figure out how to mask out the effect as it’s currently a full-screen “rule” that makes it visible through NVGs.
NEW SIGHT: ACOG 4×32 with RMR Mount
We’ve replaced the old ACOG 4×32 model with a new one that can fit the new RMR (ACOG) optic on top. Sweet.
NEW SIGHT: MRO
The Trijicon® MRO (Miniature Rifle Optic) is a small red dot sight with a large FOV for quick target acquisition.
NEW SIGHT: SRS
The SRS (Sealed Reflex Sight) is another red dot sight by Trijicon®. Go check it out.
NEW PLATFORM: Battle Belt
The Battle Belt can now be selected in the Platform slot of the Operator Customization screen. Don’t worry: it will be made an add-on to the actual vest platforms in the near future, so you won’t have to pick one or the other. The Battle Belt can hold up to 7 item pouches.
Because we have no functional armor yet, the Battle Belt has no real disadvantages in relation to vests other than pouch capacity. But we think it might be a helpful hostage/VIP asset to you role-players out there experimenting with custom game modes, plus everyone gets to look a little more casual on the range.
Other gear updates
The RMR mini red dot sight has a new model and is available in 3 versions: RMR (standard Picatinny mount), RMR (ACOG) (flat mount for mounting on the ACOG 4×32 and AccuPower 1–8x) and RMR (Raised) (raised Picatinny mount for AR-15-type rifles). At the moment, they work interchangeably. We’ll hotfix it so each version only fits where it’s supposed to.
The MK 14 Mod 2 EBR has received a small accessory rail under the handguard especially for foregrips.
UI
On-screen hints
In addition to the loading screen tips—which we’ve added to—pop-ups now show hints for basic gameplay functionalities that players are often left wondering about in GB.
Hints are enabled by default to assist new players. To disable them, look under Settings › Gameplay › Other › Enable Hints and select "No" from the drop-down list.
Usage prompts and highlights
Usage prompts and highlights have a new look, and both elements can be toggled on/off. Usage highlights can be edited for size and color as well. Usage UI customization settings are under Settings › Gameplay › Other.
Quick reminder that you can now take magazines from dropped weapons by holding the Use/Interact key (default [F]).
Grenade arc
The HUD arc showing the grenade’s trajectory has been altered and can now be customized under Settings › Gameplay › Firearm. You can pick individual color and alpha (transparency) values for both the arc itself and the predicted impact point marker.
To make either the arc or the impact point marker invisible, simply turn the alpha value to 0 (zero).
Shortcut to edit your weapon/vest/headgear
Editing your current weapon, vest or headgear build should be a little easier with this update. Once you click your current selection, the list should automatically open the relevant category and scroll down to the correct section of your item on the list. Much better.
Miscellaneous
New weapon attachment restrictions
Some attachments have received limitations in order to prevent issues with animations, performance and other underlying systems:
Foregrip placement
Foregrips can now only be placed down to a certain position on bottom accessory rails. This was done to prevent the wobbly “spaghetti arm” effect that resulted from the character’s support arm being stretched out too far, as well as the issue where he would grip an invisible foregrip placed out of reach. The restriction ensures your character will always grip properly. We may adjust or remove this limitation in the future as we improve character poses and animations.
Sight placement
We have limited how far back you are allowed to mount certain sights on certain weapons’ top accessory rails. This restriction should prevent sights from clipping through the character’s eyes/camera. As with foregrips, this may be changed as new poses, animations and systems make their way into the game.
No more offset scopes
You can no longer mount a magnified optic onto an offset rail. A lot of players were reporting sight pictures being tilted when aiming through offset scopes and, because scopes aren’t meant to be mounted offset (and wouldn’t function correctly in such a configuration), we simply got rid of the ability to do that. See, you ain’t gotta fix it if you throw it away. *wink*
Other changes, fixes and additions
Multiple crash and server issues were purged.
Mouse sensitivity can now have a separate value for each magnification level from 2x to 8x.
First pass on Terrorist Hunt mode for the User Generated Arena map.
Fixed flashbangs double-dipping local player. Looking away should also reduce the effect by up to 25%.
Red dots have generally been increased in size and adjusted for better visibility.
The MK 4 10×40 scope has been removed due to its model being too old. An updated version will be added at some point.
Fixed burst fire mode getting “stuck” when clicking rapidly.
747 gate insertion has been reworked to reduce bottleneck.
Some general map cleanup—especially on Tanker Ship and 747.
Tanker Ship‘s bridge now has glass on the windows. Yeah, they’re breakable.
AKs should now have the fire selector in the correct position.
… and a whole lot more you can check out in the raw change log below.
—
We hope you enjoy this update! Make sure to let us know what you think in the comments below or in any of our official channels (links at the beginning of this post!). Feedback is very appreciated.
As always, thank you all so, so much for your continued support of this passion project. It means a lot to us.
See you on the next one!
—
Change log
Build version: 1028
Client
Steam Build ID: 4098294 Size: 1.7 GB
Dedicated server
Steam Build ID: 4098305 Size: 68 MB
FIXES
* FIXED metal hit effect smoke showing polygon edges
* FIXED collision blocking pipe entrance to Depot compound
* FIXED colliding with tarp in Storage Facility
* FIXED ACOG 6x48 scale
* FIXED possible infinite loop in UGBGameplayStatics::ResetActors() if resetting an actor adds another actor to the actor iterator
* FIXED mesh references in materials in Props/PhysMatTesting.
* FIXED issues with AlaskaCedar tree that was causing some collision and LOD problems
* FIXED improper PhysicalMaterial setting for Acacia billboard material
* FIXED S_MERGED_UKH_WalkwaySupport_A4 blocking bullets
* FIXED Power Station "death door" and its friends.
* FIXED incorrect render texture scale on optical sight components
* FIXED incorrect AK safety positions on new AK74's
* FIXED not calling UpdateSightComponent() on owning client.
* FIXED GBFrontSightPostComponent not showing up as placeable component in Blueprints
* FIXED PiP setup for 1P78 Kashtan scope
* FIXED possible nullptr in GBBulletMovementComponent::HandleImpact()
* FIXED wrong texture on rear Land Rover door window
* FIXED log spawn about organ damage type not init'ing damage variable properly.
* FIXED crash caused by calling ShowDebug Game on client
* FIXED swapping back to previous weapon after throwing a grenade
* FIXED not being able to see grenade arc when adjusting it before being ready to throw
* FIXED being able to see through the start of the grenade arc
* FIXED collision on stairs in User Arena map
* FIXED incorrect setting on ElectronicsShelter asset material that didn't render reflections correctly
* FIXED incorrect collision on Ural truck when no back section present
* FIXED missing InstancedMesh flag not being set in AlaskaCedar material
* FIXED target skin replication
* FIXED buzzer going off in training maps with randomised targets if you join during/after run
* FIXED stun grenade double dipping local player
* FIXED looking away from stun source NOT reducing stun affect
* will now be reduced up to 25% by looking away
* FIXED red dot and holo sights not showing up on bright backgrounds
* also reduces shimmer when moving on holo sights
* FIXED Guns with no default sights attached
* FIXED light in RR disappearing when moving away from it
* FIXED can't shoot through wire fences
* FIXED doorframe gap in RR
* FIXED battle belt showing wrong color names
* FIXED mirrored texture on747 cargo container
* FIXED being able to place optical sights on offset rails
* FIXED burst mode sticking when clicking rapidly
* FIXED OKP-7 red and green reticle after changing colors
* FIXED getting stuck between pipes on tanker ship
* FIXED getting out of bounds near Ridgeline West in Storage Facility
* FIXED tarps blocking movement on containers outside of tunnel and on docks
* FIXED terrain collision issue near ladder on D in SmallTown
* grenades, bullets and dead bodies will no longer fall through there.
* FIXED Tanker Ship bridge has no windows
* FIXED low pipes on Tanker Ship deck stoping AI from navigating
* FIXED inverted OKP-7 reticle
* FIXED missing collision and reversed seat meshes on left side of 747
* FIXED you can fall through the front staircase on the 747 map
* FIXED texture "swimming" effect on broken fence section of Power Station
* FIXED section of Power Station fence that could not be shot thru
* FIXED M68 CCO sight picture to small (Good as its going to get)
* FIXED IR designator beam to dark after night vision effect changes
* FIXED being able to place M233 12x too far back
* FIXED being able to place LT608 riser too far back
* FIXED being able to place foregrips too far forward.
* FIXED radio/voice buttons spamming when used in character editor
* if character editor is in focus, VOIP and chat should work
* FIXED incorrect glass density value to glass PhysMat
* FIXED sight adjust sounds playing when sight hasn't been adjusted at all
* FIXED AGBPlayerController::ReapplyCharLoadout() not working on server
* FIXED colour picker not starting at initial colour
* FIXED weird bullet penetration behaviour against thin single components
* FIXED incorrect materials on various assets used in City
* FIXED BP_Door_Rollup - now operable and no longer sparks when shot
* FIXED crashes/bugs with back button widget by removing it entirely
* yay, manually re-creating UMG layouts and Blueprint logic... not
* FIXED AccuPower reticle not scaling with magnification level
* FIXED out of index crash related to seamless traveling between maps
* Gah! This one has been bothering me for a while! Die fucker!
* FIXED crash in UGBVOIPManager::TickVOIPData() caused by null player state.
* FIXED head not casting shadow when hidden (I hope)
* FIXED grenade distance not syncing to server
* FIXED issue with LMG sight rail
* FIXED default magnification level being 1 instead of 0 in C++
* FIXED being able to place optics with deep shrouds around there lenses too far back
* FIXED not being able to change weapon position while aiming at a swinging door
* FIXED being able to use binoculars when night vision goggles are in use
* FIXED default grenade arc and impact colours being too translucent
* FIXED controller movement keys appearing in settings menu when not using controller
* removed controller movement default binds until you select that as an option from the defaults drop down.
* FIXED missing sensitivity index array in various optics - they should obey custom sensitivity values now.
CONTENT
* Cleaned up rail placement settings on ACOGs
* First pass at adding Terrorist Hunt game type to User Arena map
* OpticalSightComponent
* Removed debug
* Cleared out unneeded nodes dealing with overriding Capture Source stuff
* Added small rail to MK 14 EBR rifle for vertical grips
* M_OpticalSight_Master material
* Cleaned up some unneeded nodes
* Set lens distortion as a parameter to control from MICs. Default is 0
* Changed customization menu background color to value that fits game's color scheme better
* Added new Trijicon sights
* ACOG TA31 – to replace old 4x32
* MRO
* RMR – Regular, Flat (for ACOG) and Raised
* SRS
* AccuPower 1–8x
* Added in PVS-22 night vision optic
* work in progress (doesn't currently show IR lasers or strobes)
* works with most scopes
* New battle belt platform
* Adjusted placement of dump pouch to fit better
* Moved default primary pistol ammo pouches from left thigh to be attached to holster ( There wasn't an actual thigh rig for them to be attached to)
* Adjusted holster to better fit when Battle Belt platform is equipped
* Fine tuned the character pose in the customization menu to the arms don't clip pouches as much
* Added adjustment for reticle size in non magnified optics
* adjusted all red dots to be roughly 2x size (Not user controllable)
* Cleaned up incorrect LOD materials for Trijicon AccuPower scope mount
* Condensed and consolidated optic reticle materials down to 2 common master materials
* Made optic glass materials into common single material with multiple settings for unique instances
* removed BP_Reflex_Small - redundant with new Trijicon sights
* Cleaned up reticle material setups for EXPS3 and OKP-7 sights
* Removed secondary peep sight on Specter DR sight
* Added in proper reticle for Trijicon AccuPower scope
* 747 map
* Reworked airport entry insertion area to provide more option of entry and be less of a bottleneck
* Removed MK 4 10x40 scope as it was a very old model (A new version will return at some point)
* Iteration on night vision PostProcess
* Attempting to standardize the look across all maps
* Still more work to be done
* Added default grenade arc colors to DefaultPlayerSettings.ini with a neutral grey semi transparent default setting
* Adjustments to night time lighting on Aircraft Takedown and User Arena to bring in line with other night maps
* changed default grenade arc impact indication colour to include some red.
* Clamped lowest reticle brightness setting to still have color and not turn black
* Removed older ACOG 4x as it was redundant with newer model
* Setup MP5N to work with sight rail as an attachment(Not fixed on the weapon itself) to be consistent with how other MP5s work in game
* Added breakable windows to 2nd floor of building in center of City map
* Testing to see if it effects performance. If not will then add to rest of the windows there
* Started to add more details to buildings in center of City map
* Finished off texturing area in lower level of 747 and adjusted some lighting
* Flattened out lens on a few scopes to get rid of unwanted fisheye effect
* M233 12x
* Specter DR
* Added a UV scale parameter to M_OpticalSight_Master for future use
* Cleaned up AccuPower reticle texture
* New reticle texture for SpecterDR
* Reduced diameter or grenade arc mesh and tweaked material settings
* Made illuminated part of magnified optic reticles visible in bright areas
* Reduced default optic brightness from level 5 to 3
* Adjusted reticle illumination color on AccuPower and ACOGs to be slightly less red for better readability
* Updated display names of several attachments for consistency
AUDIO
* Added scope magnification switch sound effect
* Added reticle brightness switch sound effect
* Added weapon transition sound effects
* Added MPX, AKS-74U, FAL, M16A4, M4A1 and M416D unsuppressed gunshots
* Improved Mk18, AK-74M, MP5N, MP7 and Mk48 unsuppressed gunshots
* Lowered volume of other unsuppressed gunshots to match the new values
* Added new suppressed gunshots for M416D, M4A1, MP7, MP5, AK-74M and MK 14 EBR
* Added new suppressed weapon tails for assault rifles, submachine guns and sniper rifles
* Removed speed of sound parameter (needs polishing)
* Changed resupply sound effect
* Changed InventoryBar sound effects
* Added sonic crack sound effects
CODE
* updated BP_OpticalSightComponent
* added bindings for OnEngaged/OnRetired
* added debug to show RTT / ticking.
* updated GBBulletMovementComponent
* updated HandleImpact() to contain the entire penetration loop, regardless of impact type (BSP, static mesh or skeletal mesh)
* updated TickComponent() to match UE4.22.x ProjectileMovementComponent, but with debug bullet support.
* removed HandlePenetration()
* temp disabled AGBBulletProjectile::CharacterImpact()
* reduced lifespan of BP_BulletImpact_Master
* moved bullet warning trigger from GBCharacter to each actual bullet and updated affected C++ classes
* disabled bleeding/wounds due to lack of feedback
* removed organs from BP_Character since they are not being used.
* made bullet damage be based on depth penetrated / depth it can penetrate x 1/5 kinetic energy in damage
* simple temp measure until we developer the feedback required to make bleeding/wounds work
* added VelocityMultiplier parameter to SpawnBullet() to adjust the speed.
* added VelocityMultiplier to BarrelComponent for use with SpawnBullet() changes.
* updated BP_UMP45 to test it out
* removed BulletPenetration collision channel etc from DefaultEngine.ini - no longer needed.
* reverted DefaultEngine.ini to bring bullet penetration overlap back (oops)
* changed bullet penetration back to using bullet penetration overlap - which I'd done for a reason in the first place.
* updated character bullet verification
* tweaked bullet penetration testing against surfaces it should ignore and edge cases with overlapping static meshes.
* cleaned up BP_Door_Swinging to correct issue with destroyed core mesh
* added the ability to change reticle brightness level, reticle colour indexes and sight magnification levels
* by default, bound to Del, Home/End and PageUp/PageDown
* updated firearm to automatically become ready/engaged if you try to fire when it is off-target
* created BP_NonOpticalSightComponent for use with red dot or similar that requires brightness changes, but doesn't use a scene capture component.
* added Default Reticle Brightness Level to player settings
* added support for reticle colour cycling
* updated BP_TerroristHunt to change Suicide call to OptOut.
* added CycleReticleColour to control binding UI.
* added BrightnessLevelMultiplier to BP_OpticalSightComponent & BP_NonOpticalSightComponent
* combines with BrightnessLevel to produce final value in material instance.
* ensured DefaultReticleBrightnessLevel was applied to firearm
* deleted unused C++ classes GBInventorySettings & GBPlacedItem
* enabled media player related plugins
* created ShowHint() method on GBPlayerControllerBase.
* created related BP_Hint_Test etc to try with it.
* updated sight component and firearm to allow non-active sight to update the current active sight
* updated BP_AN_PVS22 to use new code to allow it to update the active sight components post processing etc
tl:dr - night vision on existing magnified optics placed BEHIND the PVS22
* added icon for BP_Shotgun_Rearsight
* added MinSightRelativeX to GBFirearm to control how far back you can place sights on each firearm.
* updated affected C++ and Blueprints
* updated GBGameState::AllowCheats() to not require a playstate.
* updated GBHud::ShowDebug() to return if cheats are not enabled
* updated WBP_InGameMenuManager to hide Debug button if cheats are not enabled.
* updated RBEventManager
* changed timer delegates to use SetTimerForNextTick() instead of just SetTimer().
* removed usage of DelayedModificationTimerHandles array.
* added IsValid(this) check to timer delegate used to call InternalAddListener.
* updated InternalRemoveListener() to change IsValid() checks to (Object != null) && (Object->IsValidLowLevelFaster()) in attempt to fix odd crash relating to IsValid() failing.
Seems that the objects index in GUObjectArray is invalid, which IsValid() doesn't check for - hence, crash.
* updated GBGameSession & GBGameMode to change the way it converts the UniqueId to a string value.
Old : const FString UniqueIdString = UniqueId.ToString();
New : const FString UniqueIdString = (UniqueId.IsValid() && UniqueId->IsValid()) ? UniqueId->ToString() : TEXT("");
Hopefully this change will prevent any crash related the unique ids shared pointer.
* updated AGBPlayerState::IsLocal()
* added GetOwner() != nullptr check
* changed casting target class from AGBPlayerController to APlayerController.
* added Rama's colour picker UMG widget
* added support for customising the grenade arc and grenade impact indicator colours.
* updated BP_Grenade_Master to not auto-hide arc when adjusting throw distance while aiming
* updated GBSightComponent to wait to set default zero when firearm tells them to zero.
* updated GBRailComponent & GBRailAttachment
* removed rail type from component and made it auto-determine "face type" by the its relative rotation.
* added allowed on sight only rail variable.
* added allowed on offset rail variable.
* updated all affected C++ and Blueprints (*ugh*)
* combined MP5N & MP5SD5 rail adapters into one generic MP5 rail adapter
* changed log and screenshot submission in bug reporter to 'No'.
* getting a lot of bugs with attached logs/screenshots that add or show nothing to do with the bug etc
* updated AGBPlayerController::ClientOnCharLoadoutApplied_Implementation() to ensure it doesn't try to equip a primary firearm if you're already in the middle of switching items
* updated AGBFirearm::UseMainHandPressed_Implementation()
* rifles will become ready if not obstructed and off-target
* handguns will become ready if obstructed or off-target
NOTE: handguns much more useful up close and personal, as they will auto adjust so you can keep shooting.
* updated UGBRailComponent::GetRailFace() to change how rail face value was determined
* updated UWorks based on old code to support QueryPort command line option
* changed incremental door opening from Next/Prev Pos to Interact + Next/Prev Pos
* updated associated widgets
* holding F and using Next/Prev pos no longer changes weapon position
* updated BP_Firearm_Master to use semi-auto firing sound during burst fire instead of looping full-auto sound.
* added option to remove mag from dropped firearm by Tapping F
* changed firearm pick from F to Hold F
* changed customise operator prompt key from 'click' to F
* tap to customise
* hold to reapply
* updated GBVOIPManager
* updated location used by local player to fall in line with other players.
* ensured location of audio component location is offset if the player is not currently viewing their character
* ensure AGBPlayerState::PlayerLocation variable is replicated to ALL clients instead of just the owner (dickhead)
* updated ReadyRoom to add a bullet blocker to preventing bullets leaving shooting range towards prep areas
* updated AGBPlayerController::AddCharLoadout() to call ReapplyCharLoadout() if trying to reapply current char loadout.
* updated bullet warn delegate to include bCanSnap if bullet is going fast enough
* changed grenade arc from showing when preparing to throw to only showing when use Next/Prev pos bindings.
* if you start a throw with the arc visible, the arc will stay visible until grenade is thrown or throw is cancelled.
* made all pickup and usage prompts use the same style and placement
* second pass at hint system
* moved from GBPlayerControllerBase to GBPlayerSettings & GBPlayerController
* added Enable Hints option to Gameplay settings
* created hints for sight usage, grenade arc, grenade cancellation and G33 usage
* updated WBP_Ladder_Prompt to bring it inline with other usage prompts
* updated BP_Door_Swinging to add some basic overlap checking to help prevent door clipping through characters and allow them to be pushed.
* Updated DefaultInput.ini to make Gamepad_LeftX/Y (thumb thingy) was bound to move forward/right.
* Added icons from Xbox controller back in, but under non-restricted folder name: XBone.
* Changed hard coded usage of left/right/mouse wheel when dealing with in-game widgets and inventory bar
* use Main/Off Hand now doubles as left/right.
* Next/Prev pos now doubles as mouse wheel
Done to support using movement on the mouse buttons (freaks!) and improve controller support.
* Added IgnoreUseInput array to GBPlayerController to nicely control ignoring user input based on a reason, rather then relying on a +/- byte value syncing up.
* updated affected Blueprints and C++.
* Updated WBP_Settings_Controls and related widgets
* switched to using icons instead of text to show bindings, though text is added as a tool tip
* hidden turn right/left & look up/down - making it hard to bind controllers.
* added default controller bind support.
* default button now shows drop down to pick mouse and keyboard defaults or controller defaults.
* Updated WBP_InventoryBar and related
* cycling via Next/Prev position will now cycle to next category once it reaches the end/start of the current one
Allows using Next/Prev position with controller a bit better.
Still a shit method, but better then nothing :|
* Cleared TransitionMap entry - going by the code is not actually needed.
* Updated character editor
* closes open item buttons if loadout is selected while they one is open.
* if an item list has several categories, the category matching any currently equipped similar item is selected,
e.g. you're using an MP5SD, so the SMG/PDW category is opened.
* once a list is open, list will scroll to the section containing the same item type,
e.g. You're using a a customized MP5SD, so the SMG category is opened and item list scrolls to the first MP5SD on the list.
NOTE: Would like to go to the exact build, but that requires more work under the hood to record the name of each item build you choose.
If this method isn't good enough, will see about getting loadouts to remember the exact item builds :|
* corrected bullet velocity for MP5SD5 and MP5SD6
* improved Use Main Hand switching firearm to Ready if not Ready
* tap should always be to Ready
* tap and hold should be to Ready AND Fire
* removed unused EPlayerFOV enum
* updated affected C++ and Blueprints
* added sensitivity levels for 8 different levels of magnification
* third pass on hint system
* added hints to the RR, as well as for reloading, magnification levels etc.
* removed floating input prompts
* made input prompts optional
* added usage highlight hint - a simple circular floating widget over the useable target
* can be disabled
* size and colour can be customised.
* moved all prompts to UI/Prompts directory
* cleaned up prompts slightly based on Scopey's input
* added hint for ladder climbing
* reimported fixed versions of AccuPower reticles using
* updated AccuPower Blueprint to apply reticle texture after async load has finished.
* replaced original AccuPower reticle texture with new reticle x1 texture
* added missing keyboard key icons
* changed GB_INPUTSETTINGS_VERSION from 12 to 13 to force input ini reset
* changed AGBPlayerController::SpectatorToggleNightVision() into ToggleNightVision() and made it work for both spectator and normal NVG
* updated all affected C++ and Blueprints.
Had several bug reports where people kept seeing telling me night vision didn't work when they pressed "N", without realising that was the binding for SPECTATOR night vision.
* changed bCastHiddenShadow on the players head mesh to just always be 'true'.
This is Build Update #015 bringing you the full patch notes for the second—and last—v1027 hotfix before we move on to v1028. (You can check out the previous v1027 patch notes here and here.)
We’d like to take a few lines to thank everyone who got on board the GROUND BRANCH train in the last couple weeks during Steam® Summer Sale 2019 and all the fantastic feedback. Seeing players enjoy the game we’ve been putting so much hard work into is immensely encouraging, so thanks everyone for keeping the community (and the dream) alive! Rest assured we’ll keep doing our part.
› We strongly recommend players coming from an older version of the game (pre-v1027) to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor. For those who can afford it, a complete reinstall isn’t a bad idea either. If you have control, loadout and other such issues, be sure to try these options.
› NOTE: All dedicated servers must be updated to work with the current build.
Build highlights
Crash (and potential crash) fixes
Kris has taken care of the last few new crashes reported since v1027. We appreciate all the reports and patience!
Improved sight pictures
The first-person player camera has been moved forward slightly in order to provide more realistic “eye relief” and a better sight picture, particularly for magnified optics (scopes). This is a temporary solution while we aren’t able to tackle the more fundamental issue with character postures/poses not having a sufficiently “tight” shooting stance and thus keeping the camera too distant from the sights, while also avoiding an artificial FOV shift to zoom things in.
The camera should also pull back when free-looking (default [Tab]) to make up for the loss of peripheral vision caused by the adjustment.
This is only a first iteration, so we may tweak things further based on further testing and feedback!
› You can read about the more in-depth changes in the raw change log at the end of this post.
New Vertical Grip model
We’ve finally replaced that millennia-old Vertical Grip model, which was based on the venerable SOPMOD vertical foregrip by KAC.
“It is kind of bulbous.” —John
› Not your favorite grip? Don’t worry—we have more coming, and what we don’t make, we’ll let you.
Engaged Run
We’ve setup the Engaged Run (holding Run [Shift] while aiming down the sights [RMB]) to use the walk animation once again so it’s a stable “combat glide” rather than a wobbly jog.
A.I. fixes
A.I. are once again able to use doors, so be on the lookout.
Enemy placement, navigation and cover use have been improved on both City and 747.
Miscellaneous changes and fixes
747 and City have received another art pass and further cleanup.
Fixed Server Browser displaying “Ground Branch” under Game Mode instead of the actual mode being played. The game mode now also shows up in the loading screen.
Collision box height for the crouched stance has been increased from 40 to 60, fixing the issue with characters getting under objects they shouldn’t be able to and having their heads clipping into them.
Server admins can now allow different Spectator settings (e.g. allow spectating enemies and/or free cam) via command line:
SpectateFreeCam <0/1>
SpectateEnemies <0/1>
SpectateForceFirstPerson <0/1>
Known issues
Lighting seems to be acting up with certain character items, which appear very dark-textured or lit up depending on lighting conditions. We’re investigating.
We’ve had one tester report an issue with online grenade throws not conforming to player settings to revert to the previous item. Changing the related setting had no effect, but it worked normally offline. If you experience the same bug, please make sure you report it!
What’s next?
We have a lot of exciting stuff planned for the next batch of updates. Although it is too early to officially confirm what will be in v1028, we’re starting work on character model and animation updates, environmental sounds and a functional wrist device that will help provide some much needed navigational and team awareness while playing—just to name a few highlights. Hopefully those will be ready for a first iteration soon enough!
—
As usual, thank you all very much for your continued support. Version/file info and raw change log below:
Change log
Build version: 1027(.2)
Client
Steam Build ID: 3993411 Size: 563 MB
Dedicated server
Steam Build ID: 3993415 Size: 34 MB
FIXED
* FIXED misaligned large reflex sight with G33 magnifier
* FIXED falling through world in Aircraft_Takedown map due to getting out of playspace
* FIXED wrong PhysMat on road line decals (Was playing metal sound)
* fixed game mode not showing up in server listing
* added a 'gm' game tag to the Steam server listing which is compared to known game mode classes to find the correct display name.
* FIXED bad LOD setting on Shooting Range terrain that made it deform incorrectly
* FIXED City - falling through scaffolding
* fixed AI not using doors
* fixed nav and cover issues on TH-747
* fixed nav issues on TH-City
* fixed collision on S_Airport_CateringTruck_Raised.
* fixed collision on S_EntryStairway
* fixed crash related to null game mode class / casting in AGBPlayerController::PreClientTravel()
* fixed possible nullptr in GBGrenade
* fixed crash from potentially null AssociatedItem in AGBDroppedItem::OnRep_AssociatedItem().
* fixed crash due to possible nullptr in AGBGameMode::TimeLimitReached().
* FIXED 747 trees not properly setup to block AI LOS
* fixed items that should be hidden in first person showing up when spectating
* fixed not seeing items on your own dead body
* fixed crash caused by sight component being null in sight group
* fixed crash in AGBGameMode::GetReadyRoomStart() due to null ready room start.
* fixed crash/potential crash in UGBFunctionLibrary::GetMatchingSocketNames() by adding nullptr check to SceneComp.
* fixed crash/potential crash in AGBDirectSight::CanBeAddedAsChild() by adding nullptr check to PotentialParent->GetRootComponent().
* fixed errors/warnings related to DonMeshPainterGlobalActor copying a meshes ChildAttachment array.
CONTENT
* replaced very old and very broken Vertical Grip model with a new one
* 747
* built out stairs in main building
* Cleaned up some navmesh errors
* City
* Changed some level lighting settings that were not properly set to give more consistent character lighting throughout map
* Replaced old map images for Storage Facility and City
* Cleaned up some bad geometry on M16 model
* Widened top sight rail on MI AKs to proper size
* More work on finishing up art for areas inside 747
* Changed PhysMat for wood part of killhouse wall so it using the wood hit effects
* Adjusted G33 collision to keep sights at least 2 rail slots away to solve reticles not being rendered (hopefully fixes it)
* Added proper Physical Materials to a few rock types used in 747
* New map images for 747 and SmallTown maps
* City
* Remade the bus stop to be more solid for better cover and have some breakable glass
* Cleaned up a few navmesh issues around Depot radio tower spawn
CODE
* added game mode to loading screens.
* uses the set game mode class, prefix of map. If both fail, falls back to current class set by game state.
* adjusted HEAD_Eyes location to be in line with bridge of nose
* should make optics generally more usable without the need to artificially adjust the FOV while aiming with an optic.
* adjusted the on-target curves for the AK-74 MIs and MK 48 to correct position for stock length.
* modified animation blueprints to take pitch into account and adjust the position of a rifle when aiming up/down to prevent optic clipping through skull
* updated GBPlayerCameraManager to pull camera back when free-looking to compensate for camera being farther forward and compromising peripheral vision
* added support for setting spectate options via command line
SpectateFreeCam 0/1
SpectateEnemies 0/1
SpectateForceFirstPerson 0/1
* added AI-specific functions to GBUseInterface.
* improved AI placement on City and 747.
* changed size of characters crouched collision height from 40 to 60.
* fixes issues with characters getting under things they shouldn't and having their head clipping into the meshes.
* updated TH-TerroristHunt to automatically start the round editor is simulating.
* allows debugging of AI more easily.
* adjusted the FastWalkSpeed used by GBCharacter to force use of non-wobbly walk animation when running while engaged.
We’re fixing the networking issues and broken volume sliders brought in by the previous update, and throwing in a little extra content because why the hell not? “Well, maybe because extra content tends to increase file sizes and you’re calling this a hotfix?”, you might ask rather sarcastically. And to that hypothetical question, we reply: SHUT UP. SHUT UP AND TAKE OUR CONTENT.
Anyway, the rundown is right after this reminder:
📢 The Steam® Summer Sale goes on: GB is 25% OFF!
The Steam® Summer Sale 2019 has another week to burn and our 25% discount is still on.
You know the drill—grab it, gift it, recommend it, share the news.
Every bit helps us get GROUND BRANCH to where we all want it to be.
› We strongly recommend players coming from an older version of the game (pre-v1027) to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor. For those who can afford it, a complete reinstall isn’t a bad idea either. If you have control, loadout and other such issues, be sure to try these options.
› NOTE: All dedicated servers must be updated to work with the current build.
Build highlights
Networking fixes
Lots of server fixes to address crashes, log spam and various connectivity issues introduced in v1027. Thanks for all the reports!
Fixed audio sliders
Mikson’s new weapon sounds are impressive, but they’re also pretty loud. If you’re not among those of us who gladly risk hearing loss for some extra immersion, you’ll be happy to know the audio sliders are fixed. To make gunshots and related sounds quieter, turn down the SFX slider under Settings › Audio.
Adjustable grenade throw
The grenade arc HUD for estimating throw trajectory can now be adjusted in steps for longer or shorter throws by scrolling up/down with the Mouse Wheel. Let us know how it works for you!
NEW MAP: 747 (Night)
WIP map 747 now has a first implementation of its Night version.
› Terrorist Hunt A.I. placement has been improved for both day and night versions.
NEW GEAR: Shotgun Rail Adapter
Now you can rock the M1014 and SDASS Custom shotguns with a tac light or whatever accessories you wanna fit on them. Simply attach the rail adapter, and then place the desired accessory on either of the side rails.
NEW GEAR: Extended Magazines (G22 and PMAG)
As part of our partnership with Taran Tactical, we’ve added extended base pads for the G22 and PMAG magazines. They’re selectable inside weapon customization under “Magazines”.
The G22 magazine extension carries 18+1 rounds.
The extended PMAG carries 35+1 rounds.
› We’ll have reasonable trade-offs for these new items once stamina and other systems are implemented.
Gear
Various fixes for kit items and their usage.
Known issues
Picking up weapons from the ground is inconsistent and might not work.
Running while engaged (i.e. aiming down sights) is using the running animation and may cause a wobbly support arm depending on foregrip location.
Game mode Defend is missing Defender spawn boundaries and Attacker freeze period.
Change log
Build version: 1027(.1)
Client
Steam Build ID: 3978385 Size: 1.2 GB
Dedicated server
Steam Build ID: 3978388 Size: 50 MB
FIXES
* FIXED crash if player disconnects shortly after being resurrected by admin
* FIXED crash if a PlayerState without a valid player controller ends up in AGBGameMode::DeadOnlyChat()
* FIXED crash relating to GetGameStateSafe
* FIXED "Too many failures to spawn" causing round to end by removing the related timer all together and just brute forcing all players that can enter play to enter play
* FIXED spawning with a firearm on client, but not on server
* FIXED being able to reload/switch items etc. while sprinting
* FIXED run/walk key cancelling lean when stationary
* FIXED AI attempting to shoot early prevent round from chambering, thus preventing further shooting
* FIXED firearms continuing to fire when put away during full auto
* FIXED change firing mode with trigger pulled
* FIXED missing/bad navigation in areas on 747
* FIXED volume settings for WWise not being applied causing them to reset to 100% next time the game loads
* FIXED 747 map bugs
* Ability to hop over perimeter fence
* No texture on wall flag
* FIXED City bugs
* trash clipping through
* subway wall poking through street
* top of ladder collision in way
* subway walls culling out to early
* FIXED bad shipping container UVs
* FIXED player hanging up on top of truck ladder in 747
* FIXED some missing Physical Material settings on a few rock types in Storage Facility
* FIXED TankerShip insertion info section for player names going offscreen
* FIXED lack of collision on 747 playspace boundary that let players get to non playable areas
* FIXED rifle laser sight allowing multiple versions to be attached to same weapon
* FIXED impassable stair section in City scaffolding
* FIXED odd looking fuel tanks on 747 map (missing textures)
* FIXED potential nullptr in various functions related to character appearance and loadouts by adding IsValid(Character)
* FIXED GBFirearm only binding to reload montages OnMontageEnded() delegate on server/offline, preventing clients from being able to reload more then once
* FIXED game and plugin properties that caused Cooker/UE4 to spam "is not initialized properly" in the log
NOTE: still need to do a pass on the engine ones
* FIXED references to old/non-existent assets causing cooker to spawn "Unable to find package for cooking"
* FIXED (hopefully) assets causing cooker to spam "X imported blah but it was never saved as an export" in log
* required opening/saving all maps that use various Blueprints :|
* FIXED missing/bad navigation in areas on 747
* FIXED BP_TerroristHunt_SpawnManager spawn point usage randomisation caused by changing from GB to standard BP macro library
* FIXED green tint in black Field (G2) pants
* FIXED unclamped off-target alpha value in GBFirearm::PrevPosPressed_Implementation()
* FIXED typo in WBP_OpsBoard_InProgressButton preventing from being visible when round was in progress
NOTE: InPorgress != InProgress
* FIXED WBP_LoadingScreen getting none when trying to access to GameState
* FIXED GBGameMode::GetBestLateComerInsertionPoint() always returning a random insertion point
* FIXED round not ending if player logs out in BP_TerroristHunt, BP_Defend & BP_TeamEilimination
* FIXED "RequestAsyncLoad called with empty or only null assets!" spam caused by call to AsynLoad() in BP_Firearm_Master (doh!)
* FIXED AddDefaultItem() being called on character that is being destroyed causing spawned item to be invalid.
* FIXED being immortal when resurrected by admin (lol)
CONTENT
* Added in shotgun rail adapters to allow for flashlights and other accessories to be used
* Modified aspect ratio and camera angle of main menu
* Small adjustments to player scalability settings so shadows don't go completely away on Low setting causing unfair gameplay advantage
* Adjusted vertical grip hand pose for a better fit
* These will get better when the new character meshes/skeleton is in
* City
* Cleaned up collision around insertion points
* Added a few solid low walls around center of map for more cover and to reduce long AI sightline a bit
* Filled in some visible non-playable areas
* Added first go at night version for 747
* Removed odd refraction from default glass material (RR and Depot mainly)
* Added in new Taran Tactical mag extension version of the G22 and PMAG magazines
* Added PhysMat setting to rocks in 747
AUDIO
* added audio sliders functionality for Wwise and music
* assigned all sound effects to SFX class
* Wwise: added missing MK 14 EBR reload sounds
* Wwise: improved unsuppressed MK 14 EBR, AK-74M and AR-15 shots
* lowered falloff distance for FullAutoPunch layer of unsuppressed gunshots
CODE
* assigned outers to all instances of NewObject()
* added validation checks to various methods involving setting/using an insertion point on the player state
* removed usage of gameplay ability system
* updated all affected C++ and Blueprints
* replaced usage of macros in GB Blueprint Macro Library with native versions
* removed usage of redundant / pointless macros in GB Blueprint Macro Library
* added ToggleRun option to GBPlayerSettings class
* added Reset() Blueprint native function to GBItem
* causes pouches to refil with last thing they had in them
* causes firearms to max capacity if not in the process of reloading
* update BP_TargetApplScreen used in some training maps to use new Refill() method on characters items
* replaced usage of GBResetInterface with calls to native AActor::Reset()
* updated BP_Door_Swinging to take player and doors direction into account when incrementally opening
* updated GBGrenade to allow you to adjust throw range using mouse wheel
* removed log spam about montage replication
* removed log spam about player spawning
* improved AI on 747 by correcting Guard points, Patrols routes and the like
* removed DonMeshPainterGlobalActorSpawnParams from GBGameMode - yet to use it server side
* updated player patch support due to DonMeshPainter update
NOTE : while updated, they are not enabled
* removed stubbs about player patch from GBPlayerController
* updated RBEventManager
* changed several parameters from TWeakPointers to normal C++ pointers
* updated FRBListener struct
* created IsValid() that returns true if object & function are valid
* changed optional constructor to take normal C++ pointers instead of TWeakPointers
* removed == operator
* updated RBSurfaceLinkManager
* changed Get() from using a mutable default to using a SingleTon added to the root set
* replaced usage of CachedLinkedClasses variable with simply adding the cached classes to the root set
Both these changes were done to prevent GC issues
* added "Defaults" button to audio, video and gameplay setting screens
* changed default audio volume levels from 10 to 08
* removed stubb from BP_Handgun_Master
* reduced max throw distance in BP_Grenade_Master
* Updated DedicatedServer.bat with all available maps and game types
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