It's difficult to identify an overall theme for this update other than, basically, "we fixed a whole lot more stuff". We've closed the gap considerably towards a V1035 release, and are starting to accept that one or two more things will be better dealt with in a point release — so we are getting pretty dang close to V1035.0.
V1035 Mod Kit now available
A public test version of the V1035 Mod Kit is now also available. It simply replaces the existing V1034 one, and should update automatically for you. At this stage, weapons themselves seem to work fine in V1035, but ancillary things like custom magazines, sights, attachments, pouches and so on will need a little more love — likely in a point release. For now, weapons can be made usable by switching them temporarily to use stock ammo and magazines etc. Documentation will follow, but for now you should be able to figure out quite a bit from the example mods and tooltips on gameplay tags and such.
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???? For those unfamiliar, the GROUND BRANCH Mod Kit can be downloaded at the Epic Games Store here, and documentation is available in the Wiki.
Contents
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[h1=howto]How to join the V1035 Commmunity Test[/h1]
If you'd like to join the Community Test, follow these steps:
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???? Steam should begin downloading the latest build in the communitytest beta branch. (If it doesn't start automatically, manually select it from the drop-down menu.)
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???? If you wish to return to the regular branch of the game, simply select "None" from the drop-down menu in the top-right. It's a pretty big download, so keep in mind that switching back and forth between the Community Test and regular branches can be time-consuming — especially on slower connections.
[h2=ds]Dedicated servers[/h2]
For installing V1035 CT on dedicated servers, the login details are as follows:
If you stick those into your server install scripts, or ask your server provider nicely to do so for you, you should be able to get your V1035 CT dedicated server up and running. If you have any problem setting up a server, please do make yourself known in the #server-support channel in our official Discord server. We would also like to send a word of thanks to our server partners and other server providers for their prompt assistance in getting these servers running.
[h1=reporting]Reporting bugs[/h1]
Please do continue to send all crash reports when you get a crash, and to use the in-game bug reporter where possible — press [Esc] while in-game, click the "Report Bug" button in the top menu, and follow the instructions. This is the best way for us to figure out those pesky bugs and to get them fixed.
For more general feedback and overall vibes, you can talk to us on our Discord server, or the Steam forums.
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[h3=generalnotes]General notes[/h3]
- Patch notes for new CT updates will be posted directly on Steam, so stay tuned — we may release new builds fairly regularly.
- You will not be able to play online with people using a different branch of the game (though most active players do tend to migrate to the CT branch).
- Weapon mods will not work until they are updated with the V1035 Mod Kit, which is now available. Patch and mission mods should still work, but custom missions might need a review.
- The Depot mission demo (Main Menu › Operations) and its friendly AI are meant as a "tech demo" or "vertical slice" of the core gameplay and not necessarily representative of final quality. Friendly AI are planned to become available in more game modes in the future.
- Rubberbanding is unfortunately still (for now) a common issue on dedicated servers (DS), though we'll keep working to solve this. We recommend server owners to restart their servers periodically (every 3–4 hours) to mitigate this issue. Listen servers are currently the more stable option.
- Hostage Rescue is not available as it is still in the process of being converted to the new Gameplay Ability System (GAS).
- Bugs are very much expected, and this is the whole point of this test after all. A list of known bugs is provided below.
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???? To report a bug, press [Esc] while in-game, click the "Report Bug" button in the top menu, and follow the instructions.
[h1=knownissues]Known issues[/h1]
These are issues we're aware of, so please keep them in mind and avoid reporting them:
- DX12 and DLSS + overlays may cause a crash-to-desktop (CTD) during gameplay (this is on NVIDIA 40-series graphics cards — use DX11 if experiencing multiple crashes).
- Prone movement is currently limited to the "walk" crawl speed; fast crawling (default hold [Shift]) is currently not working.
- The friendly AI and its control system are not fully iterated: AI teammates are known to not always react appropriately to their surroundings, get in the way of players, bunch up and so on.
- Characters may be sent flying when killed, seemingly at random.
- Dead characters may also replicate impact animations when living characters are hit.
- Enemy AI flashlight/laser detection is a work-in-progress (WIP) and may have some rough edges.
- Modded listen servers should now be joinable in-game without any issues (fixes big V1034 bug), but it does not seem to work yet when joining from outside the game (aka a "cold start").
- Chemlights do not yet have the correct colors in PvP modes.
- Dynamic Take and Secure (DTAS) isn't fully functional in that the flag model does not spawn in the flag carrier's hand and can't be manually placed; it should be fully functional otherwise.
- Multiplayer bots are currently broken. They will likely return in a point release.
- Music will stop when the player enters the Admin Panel.
- As mentioned earlier: Hostage Rescue is not available as it is still in the process of being converted to the new Gameplay Ability System (GAS).
- As also mentioned: weapon mods will not work until they can be updated with the V1035 Mod Kit.
[h1=patchnotes]Patch notes[/h1]
Gameplay, mechanics and code
- Fixed weapons needing an initial reload on round start
- Updated Tablet to raise up if momentary aim setting is in use and right mouse button (or equivalent) is held down when equipped
- Lots of work under the hood on footstep handling, including: [list]
- Added support for shallow and deep water footsteps
- AI now hear their own footsteps
- Shooting is blocked and cancelled at start of ability / end of aiming to prevent shooting at full High or Low Ready
- Now possible to cancel out of a position transition to go to another position or get ready to fire
- Now possible to fire as soon as we are close enough to the Ready position
Maps
- Ranch — Turned double doors in the main house to static meshes and kept them permanently open; fixed bugs
- Power Station — Deleted rogue wall mesh; fixed some ugly DFAO (Distance Field Ambient Occlusion) issues
Inventory and art assets
- Increased texture resolution for MK24 CAP, MK25 and both MK17 variants (CQC and DMR)
- Replaced MK17 DMR buttstock with aftermarket model — just for a little more variety
- Partial clean up for MK17 shading issues (full fix in the next build, hopefully!)
- Fixed PKM belt pouch not dropping properly
- Fixed M4A1 Block II and MK17 DMR not allowing AN/PEQ-15 on mid-top rail
- Fixed missing dump pouches
- Added AOR-2 skin for Helmet (HC/Cover) and Helmet (AF/Cover): chinstraps have different colors/tones as a result, and bungee cord hooks are no longer copper-colored but black; also fixed screws having camo (for camo skins) in the process
- Pouches for loose ammo (e.g. shotgun shells and M24 sniper rifle rounds) can now be manually selected when customizing your vest platform or belt (WIP — needs proper icons)
- Internal changes to Customize Operator screen to make it more mod-compliant
- Deleted thread socket on AUG skeleton (it persists as a mesh socket on the proper gun)
- Added selfie cam sockets to weapons that did not have one
Animation
- General animation fixes
- Added fire selector animations for the AS/VSS family
- Hooked up new pickup animations
- Fixed drop animations
- Improvements to handling of prone animations and transitions — turning in place while prone is now (again) blocked by reloading, switching items and other transitions
- Fixed weapons firing montage, now set by caliber — should fix missing recoil animations
Audio
- Adjusted playback settings to help prevent audio not playing correctly
- Adjusted tail volumes
- Added missing lines for BLUFOR (friendly AI) voice lines
- Updated the attenuation and volumes for all footsteps: running, walking and sprinting
- Modified the EQ for the big explosion sound in final Depot cutscene
- Sounds added for placing M4 SLAM charge
- Added sounds for anti-air vehicles being on fire
- Reverb changes; attenuation changes; voiceline changes
- Adjusted mix for experimental mix settings
- Adjusted SAV reverb fade rate on Depot
- Changes to Experimental mix (Settings › Audio › Audio Mix) to work towards an official final mix
- Updated game mode explosion sound to a more appropriate sound
- Fixed missing explosion sound for the campaign mission demo
- Fixed up missing audio on the charge handle animations for the AUG A3, G36K and UMP45
- Added missing dry fire sound call to GCN_Firearm_Shoot_Dry/DryLast
AI
- Fixed AI getting stuck (still) at the middle of a grenade throw
- Friendly AI will now crouch when ordered to Hold
- Moonlight is now specifically de-emphasized in light level perception, so night is more consistently night-ish in terms of AI not seeing you easily
- Tweaked navblock on Buk AA gun to try avoid AI getting stuck on it
- Set visibility collision on some foliage meshes to use base LOD for more accurate AI traces
- Foliage modifier for AI now used correctly (AI should react better to foliage cover)
- Fixed a bug where AI could detect IR (infrared) lights, such as those from the AN/PEQ-15's or DBAL-PL's IR illuminators
- Changed how lightscale is mapped to AI visibility, to make AI perception more consistent and "fair"
- Fixed an issue with AI firing at perceived actor when being perceived through sound only (a line of sight check was added)
Graphics/VFX
- Time of day VFX (currently only on Power Station) fixed up and tweaked — distant fire has returned to the edges of the map
- Fixed issues with ribbon emitter for the rocket launch trails
- Tweaks to LOD bias (texture quality) for various weapons and attachments
UI
- UseDetonatorToBlow message now decodes correctly when placing M4 SLAM charges (might break some game messages in mods or other game modes)
- Updated drop-down menus to scroll selected index into view
- Fixed inconsistent padding in Report Bug button
- Added progress bar to M4 SLAM charge placement
- Prompt when placing M4 SLAM charge resets to "Place Charge" when planting is interrupted
- Fixed issue in Customize Operator lists where other things respond to the mouse wheel input when you reach the top or bottom of a nested list
Modding
- Added feature where details of unlisted mods are hidden from view in Server Browser, and the Mod Sync button in the server menu ignores unlisted mods
- MK23 and VSS Vintorez example mods fixed up some more for V1035
- V1035 Mod Kit made live for public testing prior to V1035 release
- Now looking up gamemessage_ tokens in game mode .csv files using forced lower case (modded game modes may need .csv files updated to remove any capital letters from gamemessage_ lookups)
- Mission Editor: fixed incorrect mission mesh lookup for container (open) and props list is now sorted alphabetically (as well as walls list)
- Mod Kit subsystem rejigged internally to work better with new asset systems
- Created empty bullet casing particle system in GBCore/Effects folder (for modded bullet types)
[h1=signoff]Thank you for helping us test V1035![/h1]
Thank you again to everyone participating in this test! You are helping us get V1035 into your hands just that bit quicker, and just that bit better. Remember:
- You can report bugs by pressing [Esc] while in-game and clicking the Report Bug button in the top menu. Be as descriptive as you can!
- Please do submit any crash reports you get while playing the community test build (or indeed the main build). These reports are forwarded to us directly and provide additional information on crashes to help us zero in on issues. Reporting issues multiple times is also fine, as this gives us an idea of the biggest problems to solve.
- Although we have a #bug-report channel in our Discord, it is most efficient for us if you can use the in-game bug reporter mentioned above — not least because this helps us jump right to the spot where the bug happened (if it is in a particular place in a map, for example).
- General feedback (i.e. for things that aren't necessarily bugs) is best shared in our Discord and the Steam forums, but please feel free to send it our way however you can.