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WWII Online: Chokepoint News

WWII ONLINE: CHOKEPOINT UE5 - ALPHA 1.1 TESTERS NEEDED!

WWII Online: Chokepoint is looking for Community Testers!!
Please fill out the Chokepoint UE5 Application linked below!!

All applicants will be considered based on computer specs, and availability. Continuation in the program is dependent on your continued participation and effectiveness during testing. As the game is in active development, things may change and is subject to the direction CRS seeks to take it. Your participation in testing ensures bugs are targeted, addressed, and fixed before the product goes live.

This is a great opportunity for you to help push Chokepoint to an exciting and well optimized addition to the WWII Online Franchise!

Please consider joining the Chokepoint Testing Program!!! If you have any further questions please contact Bebopsaxxx on Discord!!!

WWII ONLINE: CHOKEPOINT UE5 TESTER APPLICATION CLICK HERE TO APPLY!

Chokepoint: Now working in UE5!

Huge progress within the halls of Playnet/CRS is being made as we have been working around the clock to get WWII Online: Chokepoint's conversion from Unreal 4 to Unreal 5 rolling. We have an important message directly from XOOM for you to hear, some detailed notes about changes made, and some brand-new Unreal Engine 5 screenshots for you!

Please note: The following does not represent a final product, we are still at work. S!

[previewyoutube][/previewyoutube]

[h2]Key highlights of this video include:[/h2]
  • The team has been rebuilt.
  • We've been able to do internal UE5 testing.
  • We aim to open the door for keyholder testing before the end of 2024.
  • Real tangible progress is being made.
  • Continue reading below to see the important fixes we've put together.
  • This is UE5 alpha and there's more work to be done.
FIXES / CHANGES
  • UE 5 game server rebuilt.
  • Server browser now shows accurate information.
  • Audio, video and game options are now saving.
  • Player Spawn logic now works correctly.
  • Allied TNT explosive re-added.
  • M1 Garand re-added.
  • M1911 re-added.
  • Kar98 re-added.
  • Walther P38 re-added.
  • Mantling disabled.
  • Fall damage disabled.
  • Carentan boundaries were cleaned up.
  • Several buttons are hidden, pending repairs.
  • Fallschirmjager helmet was re-scaled and properly set.
  • Feet no longer flip while running.
  • Torso no longer grows to become a giant when crouching.
  • Reload animations cleaned up.
  • Weapon sounds timed correctly and rebuilt.
  • Glass now breaks when shot.
  • Prone (crawling) animation no longer shakes in third person.
  • Input controls now work properly when you respawn.
  • Kar98 transitions between crouching and movement are cleaner.
  • Haunted audio file removed.
  • Character weapons cleaned up (more to add later).
  • Removed improper equipment from character models.
  • Rebuilt Chokepoint app icon for taskbar.
FEATURES
  • Carentan has a new and improved town hall building.
  • New historically accurate telephone poles created.
  • Credits updated.
  • All-new game build deployment methodology.
  • Splash screen updated.
  • New “Bug” report button added to UI.
  • New “Discord” button added to UI.
  • New “News” button added to the UI.
  • Map (M Key) instantly pulls up your game map.



Allied Engineers are dispatched with demolition charges to destroy the German FlaK 88 position.


German forces viciously defend the FlaK 88 and twisted bodies and blood show the brutality of WWII.


Multiple casualties litter the battlefield as the Allies try to liberate La Fiere.


Allied Gliders end up off-target trying to dodge FlaK fire and tough controls.


Intense close-quarter combat ensues with Allied soldiers guarding the church staircase.


The La Fiere "Manor" is contested with a white flag, denoting intense fighting.

You can also review our Steam store page and wishlist us here: https://store.steampowered.com/app/1576780/WWII_Online_Chokepoint/

Please comment below and let us know your thoughts or questions. If you are an active premium subscriber to WWII Online, you can obtain your key here: https://crs.zendesk.com/hc/en-us/articles/9191460819220-How-to-get-a-Chokepoint-key.

If you are not actively subscribed and would like to help support our studio, you first need to create an account and then upgrade it by signing in at https://account.wwiionline.com.

Chokepoint Gaining Momentum

With an all-new team at working on WWII Online: Chokepoint, we're pleased to report that hard work is materializing into actionable developments. This development update is designed to inform you of a bit of that progress and reinforce the positive impact it has on the entirety of our mission to innovate and bring WWII Online to the future.



GET THE WHOLE UPDATE
Head to WWIIOnline.com and get the whole story and audio message. [CLICK HERE]

Community Rat Chat - Sneak Peeks Included!



You are invited to attend a Community RAT CHAT. Join our WWII Online Discord at https://discord.gg/sPPDkc3D


DATE: Sunday, April 14
WHERE: Xoom's Office on Discord
TIME: 12PM PST (2PM Central, 3PM Eastern, GMT-8).
DURATION: 90 MINUTES

TOPICS:
  • Discussing WWII Online 1.0 roadmap progress
  • Discussing Chokepoint progress
  • Sneak Peeks
  • Community Questions

Mark your calendars and make a point to be there. Not many development studios spend this kind of “live” time with its community. Join us!

See you on Sunday!
Cornered Rat Software

WWII ONLINE: CHOKEPOINT 2024 ROADMAP

Chokepoint Community,

There have been requests for an update on the development of WWII ONLINE: CHOKEPOINT. Below is an excerpt from the recently announced 2024 Roadmap by CRS.

You can review the entire article via the link below which includes videos and screenshots of the ongoing development of Chokepoint.

https://www.wwiionline.com/post/2024-roadmap

******************

WWII ONLINE: CHOKEPOINT ROADMAP
As we announced in mid-2023, we had to completely rebuild our Chokepoint team. Given all of the other moving parts of our organization here at CRS, and the high demand to press updates for 1.0 and 2.0, things were a bit slower than desired to get things going. So we appreciate your grace as we’ve had to navigate the recruitment and training of personnel and pick the project up from the original development team. By no means, is that a simple thing to do.

Our commitment to Chokepoint remains because it is acting as a training tool for our Production team and as we’ve described all along, it is being sought out to replace the current infantry system for WWII Online 1.0 for many reasons.

UPGRADE TO UNREAL ENGINE 5.3
Chokepoint is currently running within UE 5.1, we need to pursue the latest and greatest capabilities and stay on top of our game (pardon the pun). As much as we can help it, we do not want to fall behind. Initial conversion steps from 5.1 → 5.3 are underway.

REBUILDING INVENTORY SYSTEM
This has been identified as a key hurdle we need to get past. UE4 utilized a custom-built inventory system which has been totally deprecated as part of the conversion over to UE5. We plan to leverage UE5’s new inventory system called, “Lyra.” Efforts were made to see what could be transferred over from UE4 → UE5 but have mostly fallen flat. This is part of the exploration process of our new team picking up the pieces and recognizing that we need to build anew.

The inventory system manages character inventory, which weapons are assigned to whom, load-outs, etc. Rebuilding it gives us native compatibility with UE5 which in turn makes it better long-term for support not just in Chokepoint, but anything WWII Online 2.0 intends to use from these systems. It also means that the general knowledge of how this works will be better documented (as it is provided by Epic Games itself) and our new team will be more capable of sustaining it.

To do this, we intend to strip out the current system entirely and start small by adding a single weapon to be shared across all classes and building from there.

Fortunately, we have lots of data still intact and weapons, animations, sounds, etc which should make that process start to pick up speed once we get base functionality working. We’ll keep you posted on progress, this a very difficult task and touches many areas of the code/blueprints.

CODE CLEAN UP
We’re at a much better point now to isolate deprecated elements of our code base and blueprint(s) post-conversion. So things that are hanging around from UE4 will be jettisoned that are no longer in use by our programming team, to reduce technical debt and ensure optimal workflows going forward.

CLEANING UP EXISTING MAPS & MODELS
Our environment artists have been steadily repairing Carentan & La Fiere, and have made some strong progress. Our next goal is to unlock a technical issue preventing artists from being able to work on Eglise (the nighttime map), so we can get that game ready as well.

Several models have received UVs, textures, placement adjustments, and so on. These were mostly post-conversion issues that demanded attention.

[previewyoutube][/previewyoutube]
CARENTAN UNREAL ENGINE 5 PROGRESS (CONTINUED)
Here are some additional photos demonstrating post-conversion cleanup activities on Carentan.


Advancing Chokepoint: Carentan's town hall is receiving finishing touches


Advancing Chokepoint: Carentan buildings being cleaned up


Advancing Chokepoint: Carentan railyard

LA FIERE UNREAL ENGINE 5 PROGRESS (CONTINUED)
Here are some additional photos demonstrating post-conversion cleanup activities on the map of La Fiere.


Advancing Chokepoint: An all-new La Fiere Bridge



Advancing Chokepoint: Road to La Fire is being cleaned up

CLEANING UP ANIMATIONS
There are several animations requiring attention, and our animator has already been addressing the more obvious animations in the third person. As soon as the inventory system is online, we’ll be able to do more thorough first-person animation improvements as well, as we can properly test results.

[previewyoutube][/previewyoutube]
BUILDING, DEPLOYMENT & PLAYTESTS
Once we have our inventory system functioning again, our next step is to clean up our application building process for PC and work on deploying those binaries to our dedicated host. This will effectively get us back into the routine development swing of things.

Then we can get updates deployed via Steam and all key holders of Chokepoint will be able to dive back into playtests and get the ball rolling. Then it will all be about players reporting issues, our team prioritizing them, cleaning things up and deploying new builds, and so on. This will be the ultimate sign that we’re on the right path and we can be more certain about release timelines.

TRANSPARENCY & EXPECTATIONS
This stuff isn’t easy. We’re a mostly volunteer team with three major projects going on simultaneously. We’ve laid out what’s happened, our commitment to rebuild and get things back online, and that we’re staying the course as best we can to get Chokepoint to be operational. But it’s got some challenges that we’re currently navigating through.

Keep your expectations reasonable and know that until otherwise stated, we’re continuing to move forward on all fronts.

https://www.wwiionline.com/post/2024-roadmap