❓ How to join the [b]Community Test[/b] beta branch
- Right-click GROUND BRANCH in your Steam Library and select [b]Properties…[/b]
- Click 'BETAS' on the left-hand list menu
- Select '[b]communitytest - Community testing branch[/b]' from the drop-down menu [i]([u]no password required[/u])[/i]
???? [b]Where to report bugs[/b]
You can report bugs and issues using any of these methods:- The in-game [b]Bugs & Issues[/b] screen (press Esc once in-game and look along the top menu)
- The Steam forums: [url=https://steamcommunity.com/app/16900/discussions/]steamcommunity.com/app/16900/discussions/[/url]
- The [b]#bug-reports[/b] channel on the official [url=https://discord.com/channels/152529936719151104/475872902206455809]GROUND BRANCH™ Discord[/url]
Known issues
???? These issues are known to still be present from [url=https://steamcommunity.com/games/16900/announcements/detail/3857960148385485321]Update #01[/url]:- Enemy AI may be unresponsive/idle/stuck in various contexts — if you see it, please make note of whether it was online (dedicated server? Listen server?) or offline, which game mode was being played, as well as map and location etc.[quote]⚠️ Bots are particularly prone to getting stuck in doorways; we're actively working on fixing/improving this issue.[/quote]
- Changing directions (WASD) with a primary weapon equipped will cause visible "hitches" in the weapon movement
- Weapon movement, poses and animations in general are still being put back together after the prone overhaul — please bear with us
- Leaning is bound to feel particularly strange, due to the combo of new poses and the ongoing animation work (all WIP)
- Walking or running with a primary weapon equipped causes the character's right foot to "hover" before it actually touches the ground
- The prone stance does not conform to terrain angle
- Aiming (ADS) with a pistol while crouched is offset to the right
- Character and weapon collision while prone is pretty finicky! Let us know how it all feels to you
- The [b]Tablet[/b] (map) is currently offset to the bottom while crouched, and unusable while prone
- Various combinations of hairstyles and headgear items have visible clipping or overall jankiness
- The [b]SA58 OSW[/b] does not have correct reload animations hooked up
Setting up a Community Test dedicated server (DS)
We've had some issues getting the dedicated servers working with the first Community Test build. Hopefully the problems have been solved, but you should try using the updated [b]steamcmd[/b] line below (adjusted as necessary for your setup): [code]+force_install_dir G:\GroundBranch\Server\ +login anonymous +app_update 476400 -download_depot 476400 476403 -beta communitytest-ds -betapassword CommunityTestDS1034 -validate +exit[/code] As soon as this build is out, we will try working with server operators to get this fixed.Patch notes
AI
- Fixed a bug where AI would turn instantly when visually detecting players: [list]
- Now respects [i]ReactionTime[/i] set in AISettings before firing, and has a turn rate limiter
- Added [i]ReactionTime[/i] delay to audio bark when hearing a gunshot, so that they do not react immediately
- Guard AI will no longer leave their guard point, but remain in proximity
- Guard AI will usually check (look around) when they perceive something, but will not go investigate
General fixes
- Gave [b]Male 06[/b] his eyeballs back
- Fixed bugged [b]MPX[/b] reload that had floating mags
- Updated [b]Galil ARM[/b]: [list]
- Fixed missing weapon animations (bolt movement, ejection etc.)
- Hooked up correct Galil animations (reloads etc.) [quote]⚠️ Still missing reload sounds[/quote][quote]⚠️ Still missing gunshot SFX for other players (online)[/quote]
- Created default build (fixes missing magazine in default build)
UI
- Added [b]Prone[/b], [b]Stance Up[/b] and [b]Stance Down[/b] to the Controller keybind list (Settings › Controls)
- Bound [b]Prone[/b] to [Face Button Right] + [Right Shoulder Button] as default
- Cleaned up appearance of Controller keybind list to match that of Keyboard/Mouse
VFX
- Increased bird flock height by 3 meters
- Dirt footstep effects: decreased sprite size, adjusted lifetime, and made the effect more subtle
