BUILD UPDATE #017: v1028 Hotfix 1

Build Update #017 will cover this small hotfix update for v1028, which is mostly focused on quality-of-life improvements for scopes—or magnified optics, as we pedantically call them.

Read on for highlights and raw change log at the bottom—and don’t forget you can stay in touch with us via Discord, Steam, Reddit, Twitter, Instagram and Facebook.

› Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor (copy and paste the underlined path onto your File Explorer address bar and hit Enter to go to folder). For those who can afford it, a full reinstall isn’t a bad idea either and may fix missing features introduced in this version, as well as issues with controls, loadouts, assets and settings.

› Update your server!

All dedicated servers must be updated to work with the current version. Make sure yours is updated so players can enjoy the latest version.

Build highlights

Scope (re)work

PiP rendering

We’ve reworked the PiP (picture-in-picture) scope rendering to correct a few issues, including:

  • Lack of sync between scope sight picture and the original scene outside of it (e.g. your weapon’s forearm “lagging behind” when seen through the scope).
  • Optics displaying different magnification (at the same power) depending on scope placement along the rail.
  • Recoil at higher magnifications not appearing to “scale up” correctly from lower magnifications.
  • Scope reticles no longer move along with the scope shadow. This is based on real-life behavior (and is a work in progress).
Mouse sensitivity scales based on magnification

Mouse sensitivity is no longer set individually per magnification level. It now scales automatically, proportionately to the magnification: the more magnified your optic is, the less sensitive your mouse movement will be.

Other changes and fixes

  • Added reticle brightness change sound effect for non-magnified sights.
  • PM II scope now has variable 5–25x magnification.
  • The Specter DR 1x/4x‘s lever switch (on the left-hand side) and the AccuPower 1–8x‘s rear ring now reflect the current magnification setting, which is dope.
  • AccuPower 1–8x now has an additional 1.5x zoom step.
  • Lasers beams now follow weapon recoil.
  • Red dot reticle sizes were reduced by roughly 35%.
  • Updated Specter DR 1x/4x model.
  • Fixed being able to kick/ban server admins (sorry it happened, FUBAR).

Known issues

  • Aiming down sights may default to secondary sight (offset or piggybacked) if one is equipped.
  • Some optics still cause clipping when placed too close to the camera, particularly when shooting and reloading while Engaged (ADS).
  • We’ve fixed the floating RMR on the AccuPower 1–8x, but the scope’s top adjustment turret now obscures it. Derp.
  • PM II 5×56‘s display name doesn’t reflect the variable magnification (5–25x).

What’s next?

We might do a small gear-oriented update within the next couple of months while character work—new skeleton, character assets and animations—is being done on a separate branch for the next big update. We’ll keep you guys posted!

Change log

Build version: 1028(.1)

Client

Steam Build ID: 4113861
Size: 98 MB

Dedicated server

Steam Build ID: 4113864
Size: 35 MB

FIXES

* FIXED placement on Defaults button in WBP_Settings_Gameplay
* FIXED warning in BP_M1014 & BP_SDASS_Martial about bad reload tags
* FIXED being able to kick/ban an admin
* FIXED not seeing kick/ban message as a client that is kicked/banned
* FIXED slightly off-center AK-74 MI iron sights
* FIXED excessive scope shadow when Specter DR was attached too close to camera
* FIXED floating RMR on AccuPower 1–8x


CONTENT

* Reduced red dot reticle size roughly 35% (closer to true MOA)
* Added functionality for magnification indicator ring to rotate based on what magnification is set on the AccuPower scope
* Added 1.5x magnification for AccuPower
* Updated Specter DR to new model
    * 1x–4x lever moves based on setting
* Added variable magnification level handling to BP_Optical_PMII_5_25x


AUDIO

* Added reticle brightness sound effect for non-magnified sights


CODE

* Added check to prevent disabling night vision as a spectator while following
* Updated bullet warn functions to take use a cached subsonic value from the bullet movement component instead of trying to calc it on the fly
* Changed AccuPower reticle mipmap generation to "no mip maps" to hopefully prevent pixelation issues
* Hid Tutorials menu option from front end menu manager
* Removed night vision option from spectator controls when following (no longer doable)
* Reduced AI sight distance from 150 m to 100 m
    * temp fix
* Removed friendly check from bullet cracks/whizzes - watch your fire
* Removed impact check that prevent bullet cracks/whizzes - should hear both apparently :shrug:
* Change bullet warning to be both whizz and crack if crack is an option
* Updated ZKBan class 
    * will reload the ban list next login if it hasn't been updated in more then 10 minutes
    * added DefaultBanDuration option to use instead of permanent ban if no ban duration specified
    Defaults to 12 hours if not already set
* Updated the network failure, travel failure and save failed overlays to look glaringly out of place and official to really get the players attention
* Updated all alert/notification messages to be based on WBP_ServerBrowserMessageOverlay at request of Scopey
* Improved server/client mismatch message
* Updated UGBSightComponent::GetMagnificationSensitivityLevel() to return the highest sensitivity level instead of 0 if magnification level is greater than the number of sensitivity levels
* Updated BP_TargetViewer – way old Blueprint
* Removed BP_TargetViewCamera – unused Blueprint
* Magnification levels to calc FOV instead of manually setting FOVs
* Cleaned up sight C++/Blueprints after switch to magnification FOV
* Removed 2–8x magnified sensitivity UI entries from WBP_Settings_Controls – not use in current dev test
* Cleaned up and recompiled BP_FenceMaster Blueprint
    * rebuilt nav meshes and cover on maps using it
* Changed tick update time on BP_AN_PEQ_Master & BP_AN_PVS22 to PostUpdate
* Updated M_OpticalSight_Master to handle scope shadow via material rather then external calculations
* Adjusted scope shadow values used by MI_PMII_Lens

Share this Post: