BUILD UPDATE #010: Hotfix

Build Update #010 is a small hotfix patch to correct some missing fixes (meant for our last update) and adjust/add a few other things.

› NOTE: All dedicated servers must be updated to work with the newest build. ‹

Highlights and full change log below:

Build highlights

New effect for the AN/PVS-15 night vision goggles

After some UE4 wrestling, John has managed to update the night vision post-process effect with a smoother and more realistic look. The near blur no longer has a “boxy” look, and neither does it cause illuminated reticles to generate that odd geometric pattern when pointing them at nearby objects. It also has a smoother transition between the focused and out-of-focus areas.

New PP effect for NVG, seen here without the circular overlay mask

You may notice a visible “border” around the blur when parts of the weapon are at the foreground of focused objects. That is a limitation of the engine; we might look into better solutions in the future.

Why the blur? Real-life night vision devices have fixed focal ranges, meaning they can’t focus on both near and far objects at the same time. Because of this, operators normally adjust the focus to a medium to far range, leaving very close objects out of focus—which includes sights. That is part of the reason why the AN/PEQ-15 and other IR laser devices play such an important role in nighttime operations, as they produce a beam only visible through night vision and allow the weapon to be aimed without the use of sights, as they become either blurred out beyond utility or simply are difficult to line up with the NVG tubes, among other factors. We’ll be looking into the viability of simulating more of these aspects as we go.

Known issues
  • Materials that use transparency (e.g. sunglasses and facial hair) will appear in focus even within the effect’s range.
  • The intensity (perceived amount of blur) of the effect may vary between maps.

Zeroing

Default sight zero for SMG/PDWs has been changed from 100 m to 50 m.

In addition, you can now see the zero for your current primary weapon setup in the Loadout Summary (right-hand box in the Operator Customization screen):

› We will be adding the ability to set your preferred zero for specific weapons and sights in the future.

A.I. reaction tweak

Immediate aim error for the bots has been increased, hopefully making them even less likely to score insta-kills.

Miscellaneous fixes and changes

  • OKP-7 reticle adjusted to no longer flick in and out of sight.
  • Fixed map list not starting correctly and then cycling to same map over and over again.
  • Fixed usage of the UMP45’s front sight post.
  • Further optimized under-development map City.
  • Also in City: added manhole ladder access between street and underground levels.

BONUS INTEL: What’s going on with the sound design overhaul?

Audio-man Mikson is still working hard on GROUND BRANCH’s sound, and trust me: we’re looking forward to it as much as you are.

The weapon sound system is being developed alongside Kris and is close to completion. In parallel, Mik has been tweaking sound assets and getting them ready for the new system. He’s halfway through the SFX for the current weapons. When both the sound system and SFXs are ready, implementation “shouldn’t be a problem”, in Mik’s own words. Here’s hoping, and go Mikson!

Patch notes

Build version: 1025

Client

Steam Build ID: 3526830
Size: 866 MB

Dedicated server

Steam Build ID: 3526834
Size: 38 MB

FIXES
* fixed admin map list creation UI not clearing list of maps before repopulating resulting in massive list of potential maps
* fixed admin map list creation UI not displaying game mode in the list of entries
* fixed map list not starting correctly and then cycling to same map over and over again.
* fixed round not starting again if you manually go to spectator or RR when round is paused due to death while offline.
* fixed misc skin display names not matching skin short names.
* fixed UMP45 front sight post usage
* fixed bad WorldContextObject in RBEventManagerCallEvent() causing crash
* fixed loadout not being applied to corpse if you become a spectator when dead.

AI
* tweaked AI to use worse aim error instantly and interpolate to improved.

CONTENT
* City Map
* more optimization work in outside area
* added manhole ladder access from street level down to tunnel
* changed some settings in DefaultScalability.ini to make sure the essential PP (post process) settings stay on all settings
* mainly NV blur effect
* OKP-7 reticle updated to make it flicker less
* reworked NVG blur effect to be smoother and more realistic

CODE
* added sight zeros to summary area on character editor.
* changed DefaultIronSIght desired zeros from 100 to 50 on all SMG's.
* added time limit to GBGameState
* added remaining time limit on server info board
* added round length to GBRoundState
* added round duration to TH ops board

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