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First Beta of 2022 Announced

[previewyoutube][/previewyoutube]

The first Beta of 2022 is upon us and we are doing something new so please read!


[h2]The Beta will take place on February 19th from 3 PM EST to 5 PM EST. More info in our discord.[/h2]

[h2]Beta Access Details[/h2]

Previous betas required you to have a beta key in order to get access to the game. This time around we are going to be using the Steam Playtest. This is a new feature added to Steam in 2021 that allows us to create a Playtest button on our current Steam page allowing people to easily apply to the Beta and for us to manage access.

With this process, we have to submit a build and then get that build approved by Steam. It's not a hard process, you just need to check off some boxes and the first application can take some time, we should be well within that time window. This means that, currently, we do not have a Playtest button but we should have one before the test.

This means you will not need a beta key anymore! If for some reason we do not get accepted to the Steam Playtest, we will open up the keybot again but this is unlikely.

[h2]Beta Summary[/h2]

This beta will take place on our maps Sumersgate and Stafburg. Sumersgate has been given a detail pass with bug fixes. Stafburg is nearly identical to our Technical Beta in December except for bug fixes. We have entirely new custom player models.

[h2]Replay System[/h2]

The replay system gets a category of its own because of how much work we have put into it!

To record a replay you must hit the Start Recording keybind and then the Stop Recording keybind (check the keybinds!).

The replays are saved locally and can be transferred from one user to another via file transfer. The replays will remain on your computer and available for you to go back and watch even after the Beta closes. We have various spectator controls to hide UI, etc. This is how we filmed our trailers, you will also have access to these to record footage from the replay recordings.

Technical Beta Changelog (December 4th)

Hello everyone,

The December 4th Technical Beta is here. The beta takes place from 3 PM EST to 5 PM EST on Saturday, December 4th (NA). If you haven't received a beta key, please do so in our 👉DISCORD👈

This changelog is a summarized list of what we've done since our last test was in March 2021.

Enjoy!

-ODS

New Map: Stafburg
  • Recreated Stafburg from the ground up
  • Brand new models for Stafburg


Optimization

We are giving optimization its own category because of how much work we did on optimization. We spent AT LEAST 5-6 weeks on optimizing our game. We know there may be more we have to do but we did a lot to bring it up to where it's at now.
  • Massive optimization overhaul (this was a massive concerted effort from the entire team)
  • Vegetation
  • Player Models
  • Prop Models
  • Textures
  • Programming


New Features
  • Added mortars
  • Added sniper role (not in beta)
  • Added Party System in the game
  • Built a new vehicle physics engine from the ground up
  • Admin Menu GUI System
  • Admin Kick/Ban feature
  • Admin Teleport
  • Admin Revive/Kill
  • Admin Change Map
  • Admin Spawn Vehicles
  • Admin Capture objectives for Team 1 or Team 2
  • Implemented new vegetation system
  • Created new tree shader system
  • Added support for per-weapon-reload animations
  • Added various equipment mechanics
  • Added killfeed
  • Added A LOT of commands, options and inputs for our Unity level editor to help with design
  • Reworked spectator
  • Completely redid ragdoll physics
  • Added floor and building volume adjustments in Unity in preparation of new cursor mechanics
  • Added new cursor mechanic/feature where the roof disappears when hovering crosshair over a building
  • Added new audio sounds
  • Added console functionality and exposed multiple commands with help text
  • Rework some back end functionalities to better suit our needs
  • Optimized the compiling process of levels
  • Multiple enhancements and additions to Unity level editor
  • Added first pass on controller key rebinding support (this is not a priority so if it’s broken… it may be like that for awhile).
  • Added more spectator controls involve building volumes/floors/roofs and camera speed
  • Added camera shake when firing automatic
  • Added mechanic where players can use their shovel to get rid of destroyed vehicles
  • Added lobby UI and lobby mechanic
  • Added friends UI and friends mechanic
  • Added loading screen menu with keybinds
  • added new help menu with keybinds


Gameplay Improvements
  • Added feature to force people to join a squad before spawning
  • Updated all weapon animations
  • Added a majority of new weapon models
  • Added despawn vehicles when in spawn area
  • Slowed running down 10%
  • Slowed ADS movement down 10%
  • Players now keep the mags they die with
  • MRAP now has ammunition and players can interact with the MRAP
  • Added Vehicle Flip mechanic for the driver if vehicle is flipped over
  • Gunner in the MRAP has bonus armor/hp to make him survive longer (but not too long)
  • Added team balance so team’s cannot be stacked
  • Adjusted body physics so the body falls closer to where the server recognizes where they are dead (this will be an iterative process)
  • Increase acceleration of logi forwards/backwards
  • Increase acceleration of MRAP forwards/backwards
  • Added damage to vehicles that are out of map bounds
  • Updated Satchel
  • When players join a server it automatically selects the base now
  • Auto deploy is enabled on spawn screen now after selecting a spawn
  • Players can now spawn at other rally points
  • Added secondary crosshair to your line of sight when shootpoint is blocked
  • Force players to join a squad
  • Added crash report system now
  • Reintroduced player outline under trees after
  • Added vision culling indicator
  • Added so teammates are always visible even outside the vision culling
  • Adjusted vehicle colliders
  • Adjusted blood timer and color
  • Added effects back to RPG
  • Added timer to satchel
  • Added audio to satchel timer
  • Added deadzone on mortar
  • Multiple adjustments to weapons including the mortar
  • Added player scoreboard interactions back after updating UI
  • Optimized multiple areas in Stafburg for vaulting
  • Adjusted player outlines
  • Optimized running over players in vehicles
  • Adjusted outline of players so feet would not be outlined on certain objects (this will be an interactive process)
  • Added feature where non-squad leaders can load and unload the logi trucks
  • Updated some buildable textures
  • Adjusted logi resupply speed at main base
  • Adjusted collision colliders on Stafburg
  • Increased AGAIN acceleration that vehicles can reverse (top speed is unchanged)
  • Removed some invisible colliders around Stafburg that a player sometimes may run into (if you find more please post a screenshot in our Discord!)
  • More adjustments to the buildable fill
  • Engineer's now have 2 mines instead of 1
  • Support's now have 2 ammo bags instead of 1


User Experience Improvements
  • Added reload indicator
  • Digging animations for deconstructing buildables
  • Player icon on map will rotate towards the direction they are facing
  • Updated entire Main Menu, Play and Settings interface
  • Added list that shows when your Steam Friends are in Operation Valor
  • Allow Steam Friends to join off each other
  • Added Party System in the game
  • Removed cursor when players are down
  • Added sounds for when player ranks/levels up
  • Updated UI when hovering over vehicles
  • Updated UI when inside vehicles
  • Added more customization for crosshair
  • Added more customization for Aim Down Sights (ADS) line
  • Added new dynamic camera and set to default, legacy camera is still available in the options
  • Added rendering stats (impacts performance if turned on!)
  • Added network stats (impacts performance if turned on!)
  • Added option to allow compass to face direction you’re moving, including in vehicles
  • Added visual indication where players cannot see enemies on their screen, you can see teammates beyond this visual indicator
  • Added connecting UI
  • Added transparency slider to compass
  • Added more help text to the game
  • Added new UI indicators to help players know what items/utility they are using/have selected
  • Added new building fill for constructables
  • Collider optimization for vehicles/buildings
  • Deployment UI is entirely brand new
  • Added health circle below player instead of having a + sign above them, only a medic will see other players health and only when they have the medic bag out
  • Adjusted UI Size Scaling
  • Added crosshair preview to settings
  • Reduced application start up time
  • Added new keybinds
  • Added many new options for spectator
  • Added help text to indicate when a player has entered spawn protection area
  • Added remaining Tickets to map and deployment screen
  • Added auto deploy feature
  • Adjusted/fixed audio for all weapons
  • Added objective indicators to compass
  • Added entire new health UI
  • Added new UI for when you are in the vehicle
  • Decreased the rate it takes for you to give up (that way you aren’t sitting there holding F forever)
  • Added vignette for when player takes damage
  • Added vignette for when player is healed
  • Reduced menu transitions
  • Changed how the bottom right UI for magazine fills up based on ammunition
  • Added multiple text/hints in menus
  • Added more help text for user feedback when user does something that doesn’t work
  • Added various “toggle” options in the Gameplay settings
  • Adjusted visual representation of objective area boundary lines
  • Added quality of life adjustments to the friends and lobby mechanic
  • More settings adjustments and additions
  • Added vehicle hovering UI
  • Added player rank to scoreboard
  • Increased interaction distance by 30-40% for vehicles
  • Added new crosshair designs for when players have their utility items out
  • Added grid letters and numbers to the minimap
  • Added correct minimap to Stafburg
  • Adjusted outline for player model to only show outline when absolutely needed (this is an iterative process that will take some adjustments over time)
  • Role you have selected in the Squad menu now appears yellow
  • Added UI to show how much Health, Construction, and Ammunition is left in a vehicle


Resolved Issues
  • Fixed client leak
  • Fixed various animation issues
  • Fixed multiple stat bugs not tracking at the end of the round
  • Fixes to scoreboard not updating
  • Fixed bug where disconnected client bug crashed server
  • Fixed new bugs introduced with new weapon models
  • Fixed issue where players clothes disappeared when near the edge of the screen
  • Fixed a new bug where the UI broke when capturing objectives
  • Fixed issue where selecting a class would not actually give you the class
  • Fixed bugs with mortar
  • Fixed issues with crosshair and crosshair ADS line
  • Fixed a new bug with role selection
  • Fixed a post-alpha bug where ragdolls went crazy… was hilarious.. sorry we removed
  • Fixed a post-alpha bug where shooting MRAP crashed the server
  • Fixed a post-alpha bug where mines exploding crashed the server
  • Fixed spawn issues for certain objectives on Sumersgate
  • Fixed post-alpha bug with new vehicle physics messing with tire collision
  • Fixed multiple audios issues on guns
  • Fixed multiple audio bugs with players hearing things they shouldn’t
  • Fixed various UI interactions that were broken with new UI post alpha
  • Fixed bugs with camera and sprinting
  • Fixed Bugs with spectator
  • Fixed issue with exiting MRAP
  • Fixed player steam stats
  • Fixed multiple issues with hit impact effects
  • Fixed a new bug introduced that crashed client while shooting
  • Fixed a new bug with not being able to place buildables down
  • Fixed a new bug with not being able to interact with vehicles
  • Fixed an issue with flickering vegetation
  • Fixed certain roles being able to open build menu
  • Fixed recoil issues with weapons
  • Fixed numerous bugs with server list
  • Fixed new bugs introduced with new additions we made to Unity
  • Fixed bug with wrong textures being applied to vehicles
  • Fixed re-issue of vehicles being easy to flip
  • Fixed issue with not being able to join spectate with new UI
  • Fixed issue where vehicles are not despawned on map change
  • Numerous fixes to Steam, Discord, and graphics
  • Fixed ammo bag bug
  • Fixed where player’s can switch weapons while in a vehicle and it showed through the vehicle
  • Fixed some issues implemented with new “toggle” gameplay settings
  • Fixed issue where players would crash the server
  • Fixed bug where when a player respawned, the vehicles that were destroyed would now appear non-destroyed
  • Fixed issues here new health decal would show through vehicle
  • Fixed various texture issues on Stafburg
  • Fixed player model issues
  • Fixed bug where some weapons were showing through walls
  • Fixed various issues with the friends and lobby mechanic
  • Fixed a bug where players would fall out of the map when getting out of the vehicle on certain surfaces
  • Fixed issues with character ragdoll
  • Fixed some issues with seeing players on different floors in buildings
  • Fixed some menu bugs
  • Fixed bug where new UI for vehicles was showing for enemy vehicles
  • Fixed bug where enemy ragdolls were not showing
  • Fixed issue where you could not deconstruct buildings that were fully constructed
  • Multiple fixes to key binds
  • Multiple fixes to in-game admin menu as new admin features implemented
  • Fixed bug where players could not get into mortar due to new UI
  • Second audio master pass to make sure levels are around the same volume
  • Fixed multiple accuracy issues with guns
  • Fixed issue with helco walls
  • Fixed missing animation issue
  • Fixed issue where the map was not interactable, but the side spawn was
  • Fixed UI not fading out properly
  • Fixed another issue with collider on MRAP blocking bullets from hitting gunner
  • Fixed multiple issues with items showing between building floors
  • Fixed UI issues with empty magazines
  • Fixed issue with Steam rich text


Known Issues

Please still report these if you find them!
  • Ammo crate has no green fillable when constructing like the other models do (we need to completely remake this model, it is old and obsolete)
  • Some audio queues/sounds are missing for certain items - we will add these in for next beta
  • Some buildings you can't build in right now... this is an iterative process and may change depending on play tests.
  • Pinging was removed from the game, we want to overhaul it at a later point so it works properly and is useful
  • Black Foxes model has some floating textures on it
  • If you get in a vehicle with your equipment out, it will keep the cursor instead of changing it to the vehicle cursor
  • When a vehicle is destroyed that you are hovering over, the hovering menu stays on your cursor no matter where you move it
  • There is a bug where muzzle flash appears like 10x the size it should, this was very hard for us to reproduce so if you catch it please record it if possible!


What a list! Phew.

Thanks everyone for all your support and feedback,
ODS

It's been awhile... Beta December 4th!

[previewyoutube][/previewyoutube]

Our next Beta Test will take place December 4th from 3 PM EST to 5 PM EST. If you have already participated in a previous Beta you DO NOT need a new key. To get a Beta key join the OPERATION: VALOR DISCORD to request a key. Remember, these keys will be revoked before our Steam Early Access Release.

What have we been up to?

It's been a longgg time. There has been so much we've done. From minor bug fixes to adding multiple, entirely new developer tools that helps us do our job better to full programming reworks to model updates to fully redesigning a map from the ground up to UI changes - *air gasp* - the last 6 months have been quite the journey for Operation Valor and we are excited for the future.

We know we haven't announced anything publicly or posted anything in a long time. This was because we really wanted to make sure the next time we started posting again we were ready to hold multiple betas without a 6 month break.

This beta will take place on our fully redesigned map called Stafburg. Don't worry, Sumersgate is still there and you'll have a chance in future betas to revisit it. Stafburg takes place in a more urban/city environment with some farmland/forest spread throughout. This map will feature a lot of street to street fighting and fighting to clear out objective buildings.

You will also have the opportunity to utilize our mortar system to try and break through enemy defenses. There are a ton of UI changes as well as a new dynamic camera system that should make playing feel a bit more comfortable.

Expect more regular updates from now on. Excited for the future! Thanks so much 😊

Beta Test - Saturday, March 27th from 3 PM EST to 5 PM EST

[h2]We haven't posted news in awhile and would like to give you an update, but first... beta test![/h2]



Our next Beta Test will take place Saturday, March 27th from 3 PM EST to 5 PM EST. If you have already participated in a previous Beta you DO NOT need a new key. To get a Beta key join the OPERATION: VALOR DISCORD to request a key. Remember, these keys will be revoked before our Steam Early Access Release.

What have we been up to?

We knew we launched the Kickstarter a little early but we thought better to try than not. The reason we launched the Kickstarter early was because we were at a crossroad. We could either raise some money so Script and Flow could pay their bills or they would need to get jobs to pay for food and stuff like that. After the Kickstarter was unsuccessful, Script and Flow luckily found work to supplement their income. I have been working a regular job since I joined the team back in 2019.

That being said, we never stopped working on the project. This is our first full release to steam, our dream and passion. The game has come a long way since Operation: Valor was first discussed and worked on in 2018. It has changed quite a bit since they started. We learned a lot and improved a lot.

Because we are all working, we have been able to pay to get some help with our level design and assets. We are excited to show off that new level of detail to you. Sumersgate and Stafburg are getting overhauled.

We are excited for 2021 and excited to have all you here for our journey! Thanks for sticking around 😊

Kickstarter is Live!

Operators,

We are happy to announce that our Kickstarter page is now live, and you can grab the Scout Special and our Scout Squad pack for huge discounts on the game. We appreciate any and all support, and we hope to see you at our Open Beta test coming up on September 12th.



Join our Discord! Come check our Kickstarter!