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CTE Update #8

CTE Update #8

We are almost there for a full 1032 release as we believe we have hit the main issues.

Main Items:

- Fixed eyewear being visible in first person on training map (hopefully last occurrence of this bug)
- Killhouse timer app displays a reminder to reload when resetting (players are no longer resupplied automatically)
- Map vote display now displays map name properly (with variant, if present) and game mode
- Lots of inventory and attachment icons added
- Shotgun shell pouch now holds 12 shells instead of 7
- Vote.ini now has two new settings (bAllowVotingOffMapList and PermittedGameModes) to restrict map change votes on servers
- By default, all map voting will now be limited to the server's current map list
- Quick pass on ladders to make them more usable (finalised ladder handling now probably pushed to 1032.1)


Game:
Build ID : 7997724
73MB

DS:
Build ID : 7997739
35MB

Detailed Changes:

* changed target app widget (killhouse timer) to display reminder to reload on reset
* first pass on making change map vote display proper map name (including variant) and game mode
* fix for eyewear being visible after resetting killhouse runs
* iteration on map vote stuff
* disabled LAN button in Server Browser (LAN doesn't work currently, but is planned)
* finished vest platform attachment icons
* magazines
* grenades
* equipment
* FIXME: Tablet BP lacks an icon value; I've made one (ICON_Tablet), so just needs hooking up
* changed shotgun shell pouch capacity from 7 to 12 (is what the real-life counterpart holds)
* minor readability and style tweaks to HUD inventory menu
* renamed several files for consistency and accuracy
* fixed up redirectors
* big Zookeeper update to add new bAllowVotingOffMapList and PermittedGameModes entries in Vote.ini to allow server owners to restrict player map change votes
* added new PermittedGameModes and PermittedMissionFiles calls to ZK to get relevant lists
* changed AGBGameMode to give players DeclaredReady status when sent to play area (might fix some edge cases reported in game modes). Some people had NotReady status because they hadn't clicked in when ready timer expired
* first pass of Kris' version of ladder animation handling (Still big work in progress)
* doesn't need anything replicated (so far)
* uses existing movement component implementation *as is*.
* hid admin button in SP/lone wolf (it did nothing)
* changed climb ladder speed from 100 to 80
* added temp bOnLadder replicated value to GBCharacter for non-owning clients.