BUILD UPDATE #015: Hotfix

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.

And if you’re new to the GB community, be sure to stay in touch with us via our Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. See you there!

› 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.

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