News Liste GROUND BRANCH

V1034 Community Test: Update #07 feat. Spring Sale (-30%)
GROUND BRANCH
15.03.24 15:58 Community Announcements
We've just pushed a new Community Test update to update a few things and hopefully iron out the last few showstoppers before the official V1034 release. Before we go over the changes, you might be happy to read that… [h2=sale]GROUND BRANCH is on the Steam Spring Sale[/h2] Until March 21st @ 10am PST, you can grab a copy (and indeed as many copies as you want) of GROUND BRANCH with a sweet [b]30% discount[/b]. You know the drill: spread the word and maybe even get a few extra keys to get yourself and your gaming buds in on the action just in time for the new update and the inevitable uptick in player numbers. https://store.steampowered.com/app/16900/GROUND_BRANCH/ Valve takes a 30% cut from sales on their store, so if you have a PayPal account and would love us to get the full cut from your purchase, head over to [url=https://bit.ly/gb-store]our official store[/url] and use code [u]Spring2024[/u] at the checkout to apply the same 30% discount! You'll get a key to redeem at the Steam Store and be ready to play in no time. [quote]???? Please note that our store operates in [b]USD only[/b], so this might not be a great deal if you're paying in a different currency as we use regional pricing on Steam.[/quote] [hr][/hr] With that out of the way, patch notes start right after the beta instructions below: [quote][h3=instructions]❓ How to join the [b]Community Test[/b] beta branch[/h3]
  • 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]
Steam will begin downloading the files for the testing branch. Patching may take a while.[/quote][quote]

???? [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]
Your reports help us locate and fix issues faster, so keep them coming![/quote] [h1=issues]Known issues[/h1] ???? These issues are known to still be present:
  • Hostage Rescue has a few new quirks with the hostage sack, hostage leading functionality and flex cuffs, which we are currently working to fix for the final release
  • 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.
  • Weapon movement, poses and animations in general are still being put back together after the prone overhaul — please bear with us
  • The prone stance does not conform to terrain angle
  • AI bots are not fully functional in Deathmatch
[hr][/hr] [h1=notes]Patch notes[/h1]

Maps

  • Fixed audio issues in City, Arena and Arena, Paintball and The Farm

747

  • Reworked the spiral staircases for better AI flow
  • Various lighting and bug fixes
  • Generator should now stop sound when shot out

Depot

  • Cleaned up a few missions with navigation/collision validator
  • Fixed some navmesh issues

Docks

  • Smoothed out collision on a few staircases

City

  • Various lighting and bug fixes
  • News helicopter respond to being shot again
  • Fixed collision issues for crouching with some of the scaffolding

Compound

  • Fixed bulletproof curtains

The Farm

  • Painted out leaves coming through shooting range floor

Paintball

  • Cleaned up collision on mesh causing some issues
  • Fixed up wrong minimap

Rig

  • Did a pass on all missions with collision/navmesh validator
  • Fixed out-of-level exploit in Deck 3 missions (Deathmatch, Team Elimination)
  • Changed material on vending machine so it looked better in dark areas

Run Down

  • Various collision, LOD and lighting bugs fixed

Small Town

  • Fixed stretched UVs on a rock
  • Expanded nav bounds and cleaned up navmesh
  • Fixed up various missions, hopefully clearing AI traffic jam on C building upper floor
  • Cleaned up collision on cinderblock piles
  • Fixed virtual texture rock blending
  • Rebuilt navmesh

Tanker

  • Various collision, LOD and lighting bugs fixed

Creek

  • Removed problematic ladder outside of green barn

AI

  • Reduced AI agent height for nav mesh generation to 185 cm (opens up more places to navmesh)
  • Reworked dead body callouts: now a dead body will only ever trigger one call out in total
  • Subsequent discoveries by other AI will not trigger additional callouts (they will still go investigate and go into combat ready mode, e.g. draw their weapon)
  • Fixed up bugs with AI failing to reload
  • Team handling fixed up in new Kythera AI systems
  • Rejigged AI character/controller setup
  • Changes to how AI processes multiple audio signals to avoid prioritizing far away gunshots over close-up footsteps
  • Fixed [i]DebugFreeze[/i] not working for AI

Animation

  • Fixed hover foot (one leg lifted off ground)
  • Added generic item lean animations
  • Added prone grenade unequip animation
  • Rejig of animation instance systems (to make it easier to layer animations)
  • New equipment locomotion
  • Adding a generic Item move set and with aims
  • Fixed M110 fire selector animations
  • Updated PMM-related (pistol) animations to be additive and bring them in line with the rest of the handgun animations
  • Updated PMM compressed to match the base handgun
  • Added sprint check to SDASS and M24 to prevent working the action if fired while sprinting
  • Updated rig to prevent aiming-through-hand issue
  • Hooked up lean poses (updated a number of animations designed to be used in this layer to be based on generic item base pose instead of rifle base pose)
  • Updated rig to prevent sights being offset when prone (especially an issue with handgun)
  • Switched base reload prone animations for AR-15 and handguns to use non-prone versions
  • Breaching Charge attachment fixed (was at 90 degrees to door)
  • Fix to allow montage originating from server to be forced to owning client (should make detonator and breaching charge animations play properly in multiplayer)
  • A [i]lot[/i] of big under-the-hood changes to correctly support animations for all items in all stances

Gameplay and systems

  • Big pass on collision to simplify and debug
  • Updated various vehicles to ensure sections that are shown or hidden use block-all or no-collision collision profiles instead of just enabling/disabling collision
  • Stopped names appearing for enemies in Deathmatch
  • A lot of under-the-hood game mode script fixes
  • Added further restrictions to interacting while prone (should now be impossible for all actors)
  • Bug fixes to laptop blueprint
  • Added anti-spam checks to leaning, running and sprinting to remove some speed hacks
  • Sprint blending times and effects changed
  • Fixed server roster player list lag
  • Fixed up DTAS, Hostage Rescue, Team Elimination and Uplink game modes to improve handling of AI kills and killers
  • Internal tweaks and fixes relating to arm changes and gender identification of assets
  • Disabled warning about missing eyebrows if none were defined so that they can be used with AI without causing log spam
  • Character updated to change handling of head types/genders
  • Cleared all meshes using character physics asset that do not need to — which is most of them
  • Changed bomb explosion (Defuse) to fade to black after explosion
  • Improved logging for failed kit loads
  • Updated handling of failed kits to allow replacing child items and skins
  • Disabled Ray Tracing in config to fix crash on exiting in DX12 mode
  • Updated Tablet to use alternate new method to fill screen (instead of FOV and POV change, it will shift the tablet up to fill the screen — doesn't care if prone, crouched, standing or leaning) (WIP — hands may be visible, especially in prone etc.)
  • Fixed volunteer function in Hostage Rescue
  • Fixed flag placement issues in DTAS
  • Tentative fixes for Hostage Rescue issues: should stop leading hostage when leader goes prone, and now clears [i]BeingLeadAsHostage[/i] gameplay tag when cuffs are unequipped (should stop movement getting blocked in various ways) or when leading is otherwise stopped
  • New restriction added so you can't use objects if underwater (may be a redundant check)
  • Added new [i]ServerExecute[/i] command, usable by superadmins only (to run console commands remotely on the server)
  • Fixed picking up item in left hand attempting to keep it equipped in left hand instead of putting it away

Character and inventory

  • Added entries for backup skin substitutions
  • Cleaned up a few hairstyles that were still showing the scalp with Ball Cap and Beanie
  • Updated dump pouch and radio assets to properly set their skin
  • Changed skins for main menu guys
  • SA58 OSW now supports suppressor
  • Back-end changes to improve handling of restricted skins and kit validation
  • Added LODs and adjusted existing LODs for player heads, beards, hair and a few weapons and weapon attachments
  • Converted eyelashes to static meshes for efficiency
  • Big change under the hood to change internal kit handling to be always monolithic: keeps kit data consistent no matter what is parsing it, and removes issues caused by presets or item builds being deleted
  • Added dialogs for handling kit validation issues and converting all user kits
  • Removed unneeded failed kit validation widgets
  • Cleared physics assets from all hairstyles
  • General inventory tweaks/fixes
  • Fixed goggles being too bright compared to other character assets
  • Added new arm meshes in place of masking system
  • Cleared simple collision from MP5 stocks that were in wrong orientation
  • Removed physics from all balaclava versions of heads
  • Cleaned up new head/balaclava meshes
  • Fixed arm mesh poking through with male rolled sleeves and gloves
  • Cleaned up some weighting on the male heads that make them poke through some shirts
  • Changed arms to remove reliance on mesh updating to choose skin
  • Cleaned up more issues with heads intersecting various shirts

Audio

  • City Bank audio fix (slight reverb adjustment)
  • Rundown tail fix
  • Small reverb change, small bug fixes
  • Fixed portals and occlusion issues
  • Fixed missing ADS sound effects
  • Fixed drop audio not playing for weapons
  • Fixed missing Galil ARM third-person sounds
  • Added missing voice lines in female character Comms Menu (G key)

VFX

  • Big pass on checking emitters are parented to existing emitter assets.
  • Distance culling set to 50 m for distant impacts
  • Created 10 new blood spatter decals
  • VFX emitter cleanup

UI

  • Tweaks to Customize Operator screen colors
  • A few text changes to Customize Operator screen messages
  • Visual update to "Game Paused" overlay
  • Dialog boxes now have a fade-in and fade-out animation
  • Updated loading screen hints: cleaned up appearance, edited existing hints for clarity and formatting, and added a new hint
  • Updated visuals for color picker pop-up in Settings > HUD (is now limited to color wheel, e.g. hue selection)
  • Fixed color picker buttons being slightly rectangular rather than perfect squares
  • Minor copy edit and rearranging of Settings > HUD
  • Fixed inconsistent padding between columns in Setting > Gameplay
  • Updated wording and formatting for F4/F6 dialog prompts
  • Updated mag check HUD: repositioned red cross and changed icon color (to red) for "no ammo"
  • Minor update to hover effects in Keybinds column (Settings > Controls)
  • Increased width of all setting selections: drop-downs, sliders, spinboxes etc. to allow for longer text strings, finer control in sliders, and close the gap between selections and their descriptions
  • Added a few more settings tooltips
  • Slightly more descriptive text in Sight Priority options
  • Updated credits
  • Made highlight for various tabs/buttons more evident
  • Updated icon/swatch for Brown and Olive Drab skin selections
  • Updated DLSS tooltips to hopefully display correctly for RTX 40-series when in DX12 mode and minor changes to copy as well
  • Updated DLSS setting text and tooltips
  • Various minor style, copy and formatting tweaks
[hr][/hr]

[i]As always, thank you for testing and providing feedback![/i]

See you next time! [hr][/hr]
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Release:14.08.2018 Genre: Taktik-Shooter Entwickler: BlackFoot Studios Vertrieb: MicroProse Software Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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