News Liste GROUND BRANCH

V1034 Community Test: Update #02
GROUND BRANCH
21.12.23 17:18 Community Announcements
Here's Update #02 for the Community Test beta branch!

To all testers and reporters so far: thank you so much for the feedback! Keep it coming!

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❓ How to join the Community Test beta branch


  • Right-click GROUND BRANCH in your Steam Library and select Properties…
  • Click 'BETAS' on the left-hand list menu
  • Select 'communitytest - Community testing branch' from the drop-down menu
  • (no password required)
Steam will begin downloading the files for the testing branch. Patching may take a while.
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???? Where to report bugs


You can report bugs and issues using any of these methods:
Your reports help us locate and fix issues faster, so keep them coming!


Known issues



???? These issues are known to still be present from Update #01:

  • 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.
    Zitat:
    ⚠️ Bots are particularly prone to getting stuck in doorways; we're actively working on fixing/improving this issue.
  • 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 Tablet (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 SA58 OSW 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 steamcmd 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

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 ReactionTime set in AISettings before firing, and has a turn rate limiter
  • Added ReactionTime delay to audio bark when hearing a gunshot, so that they do not react immediately

  • Tweaked perception for suppression: AI should be a bit more reactive towards fire in their direction
  • Fixed a bug where the AI wouldn't turn properly towards the player when sprinting to cover
  • Fixed a bug where the aim for the AI would be off when the player character was prone and rotating their upper body (AimTarget for AI is now based on bone position)
  • AI visual perception now scales with stance (minimum when prone), movement (increases when players are moving / running / sprinting) and the time and loudness of the last firearm discharge
  • Slightly increased AI visual detection range
  • Decreased primary and secondary visual detection cones by 10 degrees
  • Decreased influence of secondary cone
  • Increased AI noise detection range
  • Increased AI noise detection uncertainty (they will be less sure of where shots are being fired from)
  • Increased randomization in AI shooting cadence to avoid the repetitive 1 shot › 1 second pause › 1 shot pattern
  • Updated behavior for investigating noise and last known target position for guard AI:

    • 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

    [/list]

    General fixes


    • Gave Male 06 his eyeballs back
    • Fixed bugged MPX reload that had floating mags
    • Updated Galil ARM:
    • [list]
    • Fixed missing weapon animations (bolt movement, ejection etc.)
    • Hooked up correct Galil animations (reloads etc.)
    • Zitat:
      ⚠️ Still missing reload sounds
      Zitat:
      ⚠️ Still missing gunshot SFX for other players (online)
    • Created default build (fixes missing magazine in default build)

  • Reverted Join from friend invite (mod version) to original (should fix Host Game connection issues)
  • Added calls to clear character camera effects when switching character (e.g. returning to Ready Room) or when using the Customize Operator menu, so that hopefully headcam and NVG effects don’t transfer over when players die or change loadouts
  • More fixes for hair and headgear fits
  • [/list]

    UI


    • Added Prone, Stance Up and Stance Down to the Controller keybind list (Settings › Controls)
    • Bound Prone 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
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