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BUILD UPDATE #017: v1208 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, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook.

› Coming from a previous version of the game? Issues with controls, loadouts, assets or settings since the update?
We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor. 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.



► 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 5x56'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

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

BUILD UPDATE #016: Double Tap



Mondays, huh?

Well, at least we got Build Update #016 with everything you need to know about v1028 of GROUND BRANCH. This is a big one, so sit back and read on for all the highlights and deets. The raw change log didn't fit here on Steam, so head over to our Dev Blog if you wanna check it out.

Remember you can stay in touch with us via our Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook!

› Coming from a previous version of the game? Issues with controls, loadouts, assets or settings since the update?
We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor. 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.



► BUILD HIGHLIGHTS


Gameplay


New (WIP) damage model

This build brings the first iteration—Phase 1, if you will—of the new damage model that generally ramps up lethality. Kris explains it better than the rest of us ever could, so let's quote him:

[Initially] We added a method that took penetration, internal organs, bleeding and such into account. Unfortunately, it was pretty horrible due to lack of feedback, i.e. it lacked decent reaction animations, bleeding effect, on-screen "messages" for the player.

Quickly replaced it with a temporary measure that bases the damage on the kinetic energy of a round, scaled by how much it penetrates and in what location.

This value is not the correct way to do damage from a bullet, but it ended up with values for the handgun that were similar—2 to 3 shots to the chest—while making everything else more powerful, e.g. one-shots with a decently placed 7.62 mm, shotguns ruining your day etc.


So while the approach we arrived at is not final by any means, the one we're aiming at for the future requires visual feedback in order to work. Nonetheless, this new stand-in damage model beats what we had before, which was essentially a 3-body-shots or 1-headshot affair with no caliber differentiation.

It is important to note that armor has not yet been implemented, so the higher lethality brought on by this new damage model will be partly offset by working armor somewhere down the road.


Reticle brightness adjustment

You can now increase and decrease the brightness of most illuminated reticles. Use [Home]/[End] respectively to increase/decrease brightness. These key binds can be changed under Settings › Controls; they're listed at the bottom of the command list, under "Other".

Known issues

  • Brightness settings aren't optic-specific and are set to 10 levels that may be inconsistent across different sights.
  • Depending on lighting conditions, the lowest brightness setting on some optics may display a dark dot rather than an illuminated one.
N is for Night Vision

We've moved the NVG toggle from the Equipments Menu ([4[] key) to the [N[] key. You can change that bind to something else under Settings › Controls.

Fire to Ready

Now when you press Fire (default [LMB]) while in High Ready or Low Ready, your primary weapon position will be changed to Ready (shouldered, sights not engaged; aka the "point-shooting" position). This makes it easier for some players to change to Ready, as previously you had to gauge how much you scrolled up or down from an off-target weapon position. It also prevents the silly firing into the air/ground allowed by the previous control scheme. Nothing has changed otherwise: scrolling up once from Low Ready (or down from High Ready) will still bring your weapon to Ready.

Holding the Fire key while in High/Low Ready will ready the weapon and start firing as soon as the weapon and view are aligned.


Auto-Close Ready for Sidearms

Handgun obstructed while aiming down the sights? Your character will now automatically switch to the Close Ready position (pistol held close to the chest and pointed forward) so you can still fire, making sidearms more useful in very close quarters.

Door interaction
Incremental opening
Incremental door opening is now done by holding Use/Interact (default [F]) and scrolling up/down, so you can now change weapon positions without accidentally interacting with that stupid door you're getting ready to crack open.

Hell, let's recap that for good measure:

INCREMENTAL DOOR OPENING

› HOLD Use/Interact (default [F]) + [Mouse Wheel]


Pushing doors
Walking into doors that aren't fully shut will swing them open/closed.

Pick up that ammo

You can now take the magazine from a dropped weapon by looking at it and holding Use/Interact (default [F]). So tap key to pick up weapon, hold key to pick up magazine. Easy. Intuitive.

Re-equip loadout

When facing a Ready Room locker or training area workbench, hold Use/Interact (default [F]) to re-equip your loadout and restock your ammo and grenades.


Audio


New suppressed sounds

Suppressed gunshot sound effects for the M416Ds, M4A1s, MP7s, MP5s, AK-74M and MK 14 Mod 2 EBR were updated. New suppressed weapon tails were also added for assault rifles, submachine guns/PDWs and sniper rifles/DMRs. Be sure to try them out!

Bullet crack

Supersonic rounds now produce a characteristic "crack" sound when flying past you. Scary, but what did you expect in a firefight?


Content


NEW SIGHT: Specter DR 1x/4x
We have teased the model on Instagram way back in January, and now the Specter DR 1x/4x (the DR is for Dual Role) is finally here with variable magnification (you can switch between 1x and 4x on the fly), as well as a Picatinny rail mount on top for secondary red dots. The center reticle dot can also be illuminated and has adjustable brightness.

The Specter DR 1x/4x, seen here with the new RMR model mounted on the top rail

Here's the sight picture:

Left: 1x and no dot illumination; right: 4x and max dot brightness

With the quick zoom switch and illuminated dot that assists target acquisition—plus a top rail to boost—the Specter makes for an incredibly versatile sight. We recommend mounting it close to the eye for better reticle clarity and optimal field of view.

You can alternate between 1x and 4x with [Page Up] and [Page Down]. Increase dot brightness with [Home] and decrease it with [End].

These controls are valid for every sight with similar functionalities. The key binds can be changed under Settings › Controls—they're at the bottom of the command list.


NEW SIGHT: AccuPower 1–8x

Our first true LPVO (Low-Power Variable Optic) is the Trijicon® AccuPower 1–8x. It offers 1x (no magnification) all the way to 8x.



While the real thing offers "fluid" zoom (i.e. you can analogically set it to any magnification between 1x and 8x), our current version offers 1x, 2x, 3x, 4x, 5x, 6x, 7x and 8x in steps—at least until we figure out a more faithful approach.

The reticle's red sections (a center cross and 4 semi-circumferences) can be illuminated with 10 brightness settings. Let's take a look at the sight picture:

Left: 1x with max brightness; right: 8x with illumination turned off

The 1–8x variable magnification makes the AccuPower more versatile and capable of longer ranges than the Specter, but all the different zoom levels you're able to cycle through also make it less agile than the DR's quick 1x/4x switch. To offset that, however, you can mount an RMR (ACOG) on the front scope ring's integrated RMR mount.

Hint: Try binding the increase/decrease magnification commands to [Mouse Wheel Up] and [Mouse Wheel Down] respectively, making sure you add [Alt] as a modifier key for both. That will make [Alt] + [Mouse Wheel] your go-to bind for zooming in/out with all your variable power optics.


Known issues

  • On first use, the AccuPower reticles may appear at a low resolution and require a second or two to load correctly. Once you have cycled through all zoom levels, they will remain at full resolution.
  • At higher brightness settings, the illuminated sections of the reticle may bleed/glow through.
  • The RMR (ACOG) doesn't visually touch/connect with the scope ring mount and will appear to float a few millimeters from it.


NEW SIGHT: AN/PVS-22 UNS

Sick of trying to shoot through a scope in a night map and having your NVG's fixed focal range blur out your entire sight picture? We got you covered with the AN/PVS-22 UNS (Universal Night Sight).

See the mystery tube in front of the PM II scope?

If mounted right in front of your preferred magnified sight, this "clip-on" night vision optic essentially turns it into a night vision scope. Pretty damn sweet, right? It is a rather large optic, however, so make sure you have the rail space for it and your magnified sight too.

Here's the PVS-22 in action:

https://youtu.be/AQAhdtgHKb8
Prowlaz quickly demos the AN/PVS-22 in co-op Terrorist Hunt (while sounding clearly aroused, which we can't blame him for)

Notes

  • The PVS-22 will not work with non-magnifying optics like red dot and holo sights. This is intended and based on how the optic works in real life.
  • The PVS-22 is not a standalone sight. It is only usable in conjunction with a magnifying sight.
In real life, clip-on night vision optics are typically used in sniper and designated marksman roles due to their size and weight. It is likely to follow suit in GROUND BRANCH when stamina and other such mechanics are implemented.


Known issues IR laser beams (as emitted by the AN/PEQ-15) and the Marker Strobe's IR flashing light aren't visible through the PVS-22 when they should. We'll have to figure out how to mask out the effect as it's currently a full-screen "rule" that makes it visible through NVGs.

NEW SIGHT: ACOG 4x32 with RMR Mount

We've replaced the old ACOG 4x32 model with a new one that can fit the new RMR (ACOG) optic on top. Sweet.



NEW SIGHT: MRO

The Trijicon® MRO (Miniature Rifle Optic) is a small red dot sight with a large FOV for quick target acquisition.



NEW SIGHT: SRS

The SRS (Sealed Reflex Sight) is another red dot sight by Trijicon®. Go check it out.



NEW PLATFORM: Battle Belt

The Battle Belt can now be selected in the Platform slot of the Operator Customization screen. Don't worry: it will be made an add-on to the actual vest platforms in the near future, so you won't have to pick one or the other. The Battle Belt can hold up to 7 item pouches.



Because we have no functional armor yet, the Battle Belt has no real disadvantages in relation to vests other than pouch capacity. But we think it might be a helpful hostage/VIP asset to you role-players out there experimenting with custom game modes, plus everyone gets to look a little more casual on the range.

Other gear updates

  • The RMR mini red dot sight has a new model and is available in 3 versions: RMR (standard Picatinny mount), RMR (ACOG) (flat mount for mounting on the ACOG 4x32 and AccuPower 1–8x) and RMR (Raised) (raised Picatinny mount for AR-15-type rifles). At the moment, they work interchangeably. We'll hotfix it so each version only fits where it's supposed to.
  • The MK 14 Mod 2 EBR has received a small accessory rail under the handguard especially for foregrips.



UI


On-screen hints

In addition to the loading screen tips—which we've added to—pop-ups now show hints for basic gameplay functionalities that players are often left wondering about in GB.

Hints are enabled by default to assist new players. To disable them, look under Settings › Gameplay › Other › Enable Hints and select "No" from the drop-down list.


Usage prompts and highlights

Usage prompts and highlights have a new look, and both elements can be toggled on/off. Usage highlights can be edited for size and color as well. Usage UI customization settings are under Settings › Gameplay › Other.

Quick reminder that you can now take magazines from dropped weapons by holding the Use/Interact key (default [F]).


Grenade arc

The HUD arc showing the grenade's trajectory has been altered and can now be customized under Settings › Gameplay › Firearm. You can pick individual color and alpha (transparency) values for both the arc itself and the predicted impact point marker.

To make either the arc or the impact point marker invisible, simply turn the alpha value to 0 (zero).


Shortcut to edit your weapon/vest/headgear

Editing your current weapon, vest or headgear build should be a little easier with this update. Once you click your current selection, the list should automatically open the relevant category and scroll down to the correct section of your item on the list. Much better.


Miscellaneous


New weapon attachment restrictions

Some attachments have received limitations in order to prevent issues with animations, performance and other underlying systems:

Foregrip placement Foregrips can now only be placed down to a certain position on bottom accessory rails. This was done to prevent the wobbly "spaghetti arm" effect that resulted from the character's support arm being stretched out too far, as well as the issue where he would grip an invisible foregrip placed out of reach. The restriction ensures your character will always grip properly. We may adjust or remove this limitation in the future as we improve character poses and animations.

Sight placement
We have limited how far back you are allowed to mount certain sights on certain weapons' top accessory rails. This restriction should prevent sights from clipping through the character's eyes/camera. As with foregrips, this may be changed as new poses, animations and systems make their way into the game.

No more offset scopes
You can no longer mount a magnified optic onto an offset rail. A lot of players were reporting sight pictures being tilted when aiming through offset scopes and, because scopes aren't meant to be mounted offset (and wouldn't function correctly in such a configuration), we simply got rid of the ability to do that. See, you ain't gotta fix it if you throw it away. *wink*

Other changes, fixes and additions

  • Multiple crash and server issues were purged.
  • Mouse sensitivity can now have a separate value for each magnification level from 2x to 8x.
  • First pass on Terrorist Hunt mode for the User Generated Arena map.
  • Fixed flashbangs double-dipping local player. Looking away should also reduce the effect by up to 25%.
  • Red dots have generally been increased in size and adjusted for better visibility.
  • The MK 4 10x40 scope has been removed due to its model being too old. An updated version will be added at some point.
  • Fixed burst fire mode getting "stuck" when clicking rapidly.
  • 747 gate insertion has been reworked to reduce bottleneck.
  • Some general map cleanup—especially on Tanker Ship and 747.
  • Tanker Ship's bridge now has glass on the windows. Yeah, they're breakable.
  • AKs should now have the fire selector in the correct position.
  • … and a whole lot more you can check out in the raw change log below.


· · ·

We hope you enjoy this update! Make sure to let us know what you think in the comments below or in any of our official channels (links at the beginning of this post!). Feedback is very appreciated.

As always, thank you all so, so much for your continued support of this passion project. It means a lot to us.

See you on the next one!

· · ·


▶ CHANGE LOG


Build version: 1028

Client
Steam Build ID: 4098294
Size: 1.7 GB

Dedicated server
Steam Build ID: 4098305
Size: 68 MB

Raw change log in our Dev Blog post

BUILD UPDATE #015: Hotfix



This is Build Update #015 bringing you the full patch notes for the second—and last—v1027 hotfix before we move on to v1028. (You can check out the previous v1027 patch notes here and here.)

We'd like to take a few lines to thank everyone who got on board the GROUND BRANCH train in the last couple weeks during Steam® Summer Sale 2019 and all the fantastic feedback. Seeing players enjoy the game we've been putting so much hard work into is immensely encouraging, so thanks everyone for keeping the community (and the dream) alive! Rest assured we'll keep doing our part.

And if you're new to the GB community, be sure to stay in touch with us via our Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. See you there!

› We strongly recommend players coming from an older version of the game (pre-v1027) to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor. For those who can afford it, a complete reinstall isn't a bad idea either. If you have control, loadout and other such issues, be sure to try these options.
› NOTE: All dedicated servers must be updated to work with the current build.



BUILD HIGHLIGHTS


Crash (and potential crash) fixes

Kris has taken care of the last few new crashes reported since v1027. We appreciate all the reports and patience!

Improved sight pictures

The first-person player camera has been moved forward slightly in order to provide more realistic "eye relief" and a better sight picture, particularly for magnified optics (scopes). This is a temporary solution while we aren't able to tackle the more fundamental issue with character postures/poses not having a sufficiently "tight" shooting stance and thus keeping the camera too distant from the sights, while also avoiding an artificial FOV shift to zoom things in.

The camera should also pull back when free-looking (default [Tab]) to make up for the loss of peripheral vision caused by the adjustment.

This is only a first iteration, so we may tweak things further based on further testing and feedback!

› You can read about the more in-depth changes in the raw change log at the end of this post.


New Vertical Grip model

We've finally replaced that millennia-old Vertical Grip model, which was based on the venerable SOPMOD vertical foregrip by KAC.

"It is kind of bulbous." —John

› Not your favorite grip? Don't worry—we have more coming, and what we don't make, we'll let you.


Engaged Run

We've setup the Engaged Run (holding Run [Shift] while aiming down the sights [RMB]) to use the walk animation once again so it's a stable "combat glide" rather than a wobbly jog.

A.I. fixes
  • A.I. are once again able to use doors, so be on the lookout.
  • Enemy placement, navigation and cover use have been improved on both City and 747.


Miscellaneous changes and fixes
  • 747 and City have received another art pass and further cleanup.
  • Fixed Server Browser displaying "Ground Branch" under Game Mode instead of the actual mode being played. The game mode now also shows up in the loading screen.
  • Collision box height for the crouched stance has been increased from 40 to 60, fixing the issue with characters getting under objects they shouldn't be able to and having their heads clipping into them.
  • Server admins can now allow different Spectator settings (e.g. allow spectating enemies and/or free cam) via command line:
    • SpectateFreeCam
    • SpectateEnemies
    • SpectateForceFirstPerson


KNOWN ISSUES
  • Lighting seems to be acting up with certain character items, which appear very dark-textured or lit up depending on lighting conditions. We're investigating.
  • We've had one tester report an issue with online grenade throws not conforming to player settings to revert to the previous item. Changing the related setting had no effect, but it worked normally offline. If you experience the same bug, please make sure you report it!


WHAT'S NEXT?

We have a lot of exciting stuff planned for the next batch of updates. Although it is too early to officially confirm what will be in v1028, we're starting work on character model and animation updates, environmental sounds and a functional wrist device that will help provide some much needed navigational and team awareness while playing—just to name a few highlights. Hopefully those will be ready for a first iteration soon enough!



As usual, thank you all very much for your continued support. Version/file info and raw change log below:


CHANGE LOG
Build version: 1027(.2)

Client
Steam Build ID: 3993411
Size: 563 MB

Dedicated server
Steam Build ID: 3993415
Size: 34 MB

FIXED

* FIXED misaligned large reflex sight with G33 magnifier
* FIXED falling through world in Aircraft_Takedown map due to getting out of playspace
* FIXED wrong PhysMat on road line decals (Was playing metal sound)
* fixed game mode not showing up in server listing
* added a 'gm' game tag to the Steam server listing which is compared to known game mode classes to find the correct display name.
* FIXED bad LOD setting on Shooting Range terrain that made it deform incorrectly
* FIXED City - falling through scaffolding
* fixed AI not using doors
* fixed nav and cover issues on TH-747
* fixed nav issues on TH-City
* fixed collision on S_Airport_CateringTruck_Raised.
* fixed collision on S_EntryStairway
* fixed crash related to null game mode class / casting in AGBPlayerController::PreClientTravel()
* fixed possible nullptr in GBGrenade
* fixed crash from potentially null AssociatedItem in AGBDroppedItem::OnRep_AssociatedItem().
* fixed crash due to possible nullptr in AGBGameMode::TimeLimitReached().
* FIXED 747 trees not properly setup to block AI LOS
* fixed items that should be hidden in first person showing up when spectating
* fixed not seeing items on your own dead body
* fixed crash caused by sight component being null in sight group
* fixed crash in AGBGameMode::GetReadyRoomStart() due to null ready room start.
* fixed crash/potential crash in UGBFunctionLibrary::GetMatchingSocketNames() by adding nullptr check to SceneComp.
* fixed crash/potential crash in AGBDirectSight::CanBeAddedAsChild() by adding nullptr check to PotentialParent->GetRootComponent().
* fixed errors/warnings related to DonMeshPainterGlobalActor copying a meshes ChildAttachment array.


CONTENT

* replaced very old and very broken Vertical Grip model with a new one
* 747
* built out stairs in main building
* Cleaned up some navmesh errors
* City
* Changed some level lighting settings that were not properly set to give more consistent character lighting throughout map
* Replaced old map images for Storage Facility and City
* Cleaned up some bad geometry on M16 model
* Widened top sight rail on MI AKs to proper size
* More work on finishing up art for areas inside 747
* Changed PhysMat for wood part of killhouse wall so it using the wood hit effects
* Adjusted G33 collision to keep sights at least 2 rail slots away to solve reticles not being rendered (hopefully fixes it)
* Added proper Physical Materials to a few rock types used in 747
* New map images for 747 and SmallTown maps
* City
* Remade the bus stop to be more solid for better cover and have some breakable glass
* Cleaned up a few navmesh issues around Depot radio tower spawn


CODE

* added game mode to loading screens.
* uses the set game mode class, prefix of map. If both fail, falls back to current class set by game state.
* adjusted HEAD_Eyes location to be in line with bridge of nose
* should make optics generally more usable without the need to artificially adjust the FOV while aiming with an optic.
* adjusted the on-target curves for the AK-74 MIs and MK 48 to correct position for stock length.
* modified animation blueprints to take pitch into account and adjust the position of a rifle when aiming up/down to prevent optic clipping through skull
* updated GBPlayerCameraManager to pull camera back when free-looking to compensate for camera being farther forward and compromising peripheral vision

* added support for setting spectate options via command line
SpectateFreeCam 0/1
SpectateEnemies 0/1
SpectateForceFirstPerson 0/1
* added AI-specific functions to GBUseInterface.
* improved AI placement on City and 747.
* changed size of characters crouched collision height from 40 to 60.
* fixes issues with characters getting under things they shouldn't and having their head clipping into the meshes.
* updated TH-TerroristHunt to automatically start the round editor is simulating.
* allows debugging of AI more easily.
* adjusted the FastWalkSpeed used by GBCharacter to force use of non-wobbly walk animation when running while engaged.

BUILD UPDATE #014: Hotfix



Hotfix in the house!

We're fixing the networking issues and broken volume sliders brought in by the previous update, and throwing in a little extra content because why the hell not? "Well, maybe because extra content tends to increase file sizes and you're calling this a hotfix?", you might ask rather sarcastically. And to that hypothetical question, we reply: SHUT UP. SHUT UP AND TAKE OUR CONTENT.

Anyway, the rundown is right after this reminder:


📢 The Steam® Summer Sale goes on: GB is 25% OFF!


The Steam® Summer Sale 2019 has another week to burn and our 25% discount is still on.

https://store.steampowered.com/app/16900

You know the drill—grab it, gift it, recommend it, share the news.

Every bit helps us get GROUND BRANCH to where we all want it to be.

› We strongly recommend players coming from an older version of the game (pre-v1027) to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor. For those who can afford it, a complete reinstall isn't a bad idea either. If you have control, loadout and other such issues, be sure to try these options.
› NOTE: All dedicated servers must be updated to work with the current build.



▶ BUILD HIGHLIGHTS


Networking fixes

Lots of server fixes to address crashes, log spam and various connectivity issues introduced in v1027. Thanks for all the reports!

Fixed audio sliders

Mikson's new weapon sounds are impressive, but they're also pretty loud. If you're not among those of us who gladly risk hearing loss for some extra immersion, you'll be happy to know the audio sliders are fixed. To make gunshots and related sounds quieter, turn down the SFX slider under Settings › Audio.

Adjustable grenade throw

The grenade arc HUD for estimating throw trajectory can now be adjusted in steps for longer or shorter throws by scrolling up/down with the Mouse Wheel. Let us know how it works for you!

NEW MAP: 747 (Night)

WIP map 747 now has a first implementation of its Night version.

› Terrorist Hunt A.I. placement has been improved for both day and night versions.


NEW GEAR: Shotgun Rail Adapter

Now you can rock the M1014 and SDASS Custom shotguns with a tac light or whatever accessories you wanna fit on them. Simply attach the rail adapter, and then place the desired accessory on either of the side rails.

NEW GEAR: Extended Magazines (G22 and PMAG)

As part of our partnership with Taran Tactical, we've added extended base pads for the G22 and PMAG magazines. They're selectable inside weapon customization under "Magazines".


  • The G22 extended magazine carries 18+1 rounds.
  • The extended PMAG carries 35+1 rounds.
› We'll have reasonable trade-offs for these new items once stamina and other systems are implemented.


Gear

Various fixes for kit items and their usage.


▶ KNOWN ISSUES

  • Picking up weapons from the ground is inconsistent and might not work.
  • Running while engaged (i.e. aiming down sights) is using the running animation and may cause a wobbly support arm depending on foregrip location.
  • Game mode Defend is missing Defender spawn boundaries and Attacker freeze period.


▶ CHANGE LOG
Build version: 1027(.1)

Client
Steam Build ID: 3978385
Size: 1.2 GB

Dedicated server
Steam Build ID: 3978388
Size: 50 MB

FIXES

* FIXED crash if player disconnects shortly after being resurrected by admin
* FIXED crash if a PlayerState without a valid player controller ends up in AGBGameMode::DeadOnlyChat()
* FIXED crash relating to GetGameStateSafe
* FIXED "Too many failures to spawn" causing round to end by removing the related timer all together and just brute forcing all players that can enter play to enter play
* FIXED spawning with a firearm on client, but not on server
* FIXED being able to reload/switch items etc. while sprinting
* FIXED run/walk key cancelling lean when stationary
* FIXED AI attempting to shoot early prevent round from chambering, thus preventing further shooting
* FIXED firearms continuing to fire when put away during full auto
* FIXED change firing mode with trigger pulled
* FIXED missing/bad navigation in areas on 747
* FIXED volume settings for WWise not being applied causing them to reset to 100% next time the game loads
* FIXED 747 map bugs
* Ability to hop over perimeter fence
* No texture on wall flag
* FIXED City bugs
* trash clipping through
* subway wall poking through street
* top of ladder collision in way
* subway walls culling out to early
* FIXED bad shipping container UVs
* FIXED player hanging up on top of truck ladder in 747
* FIXED some missing Physical Material settings on a few rock types in Storage Facility
* FIXED TankerShip insertion info section for player names going offscreen
* FIXED lack of collision on 747 playspace boundary that let players get to non playable areas
* FIXED rifle laser sight allowing multiple versions to be attached to same weapon
* FIXED impassable stair section in City scaffolding
* FIXED odd looking fuel tanks on 747 map (missing textures)
* FIXED potential nullptr in various functions related to character appearance and loadouts by adding IsValid(Character)
* FIXED GBFirearm only binding to reload montages OnMontageEnded() delegate on server/offline, preventing clients from being able to reload more then once
* FIXED game and plugin properties that caused Cooker/UE4 to spam "is not initialized properly" in the log
NOTE: still need to do a pass on the engine ones
* FIXED references to old/non-existent assets causing cooker to spawn "Unable to find package for cooking"
* FIXED (hopefully) assets causing cooker to spam "X imported blah but it was never saved as an export" in log
* required opening/saving all maps that use various Blueprints :|
* FIXED missing/bad navigation in areas on 747
* FIXED BP_TerroristHunt_SpawnManager spawn point usage randomisation caused by changing from GB to standard BP macro library
* FIXED green tint in black Field (G2) pants
* FIXED unclamped off-target alpha value in GBFirearm::PrevPosPressed_Implementation()
* FIXED typo in WBP_OpsBoard_InProgressButton preventing from being visible when round was in progress
NOTE: InPorgress != InProgress
* FIXED WBP_LoadingScreen getting none when trying to access to GameState
* FIXED GBGameMode::GetBestLateComerInsertionPoint() always returning a random insertion point
* FIXED round not ending if player logs out in BP_TerroristHunt, BP_Defend & BP_TeamEilimination
* FIXED "RequestAsyncLoad called with empty or only null assets!" spam caused by call to AsynLoad() in BP_Firearm_Master (doh!)
* FIXED AddDefaultItem() being called on character that is being destroyed causing spawned item to be invalid.
* FIXED being immortal when resurrected by admin (lol)


CONTENT

* Added in shotgun rail adapters to allow for flashlights and other accessories to be used
* Modified aspect ratio and camera angle of main menu
* Small adjustments to player scalability settings so shadows don't go completely away on Low setting causing unfair gameplay advantage
* Adjusted vertical grip hand pose for a better fit
* These will get better when the new character meshes/skeleton is in
* City
* Cleaned up collision around insertion points
* Added a few solid low walls around center of map for more cover and to reduce long AI sightline a bit
* Filled in some visible non-playable areas
* Added first go at night version for 747
* Removed odd refraction from default glass material (RR and Depot mainly)
* Added in new Taran Tactical mag extension version of the G22 and PMAG magazines
* Added PhysMat setting to rocks in 747


AUDIO

* added audio sliders functionality for Wwise and music
* assigned all sound effects to SFX class
* Wwise: added missing MK 14 EBR reload sounds
* Wwise: improved unsuppressed MK 14 EBR, AK-74M and AR-15 shots
* lowered falloff distance for FullAutoPunch layer of unsuppressed gunshots


CODE

* assigned outers to all instances of NewObject()
* added validation checks to various methods involving setting/using an insertion point on the player state
* removed usage of gameplay ability system
* updated all affected C++ and Blueprints
* replaced usage of macros in GB Blueprint Macro Library with native versions
* removed usage of redundant / pointless macros in GB Blueprint Macro Library
* added ToggleRun option to GBPlayerSettings class
* added Reset() Blueprint native function to GBItem
* causes pouches to refil with last thing they had in them
* causes firearms to max capacity if not in the process of reloading
* update BP_TargetApplScreen used in some training maps to use new Refill() method on characters items
* replaced usage of GBResetInterface with calls to native AActor::Reset()
* updated BP_Door_Swinging to take player and doors direction into account when incrementally opening
* updated GBGrenade to allow you to adjust throw range using mouse wheel
* removed log spam about montage replication
* removed log spam about player spawning
* improved AI on 747 by correcting Guard points, Patrols routes and the like
* removed DonMeshPainterGlobalActorSpawnParams from GBGameMode - yet to use it server side
* updated player patch support due to DonMeshPainter update
NOTE : while updated, they are not enabled
* removed stubbs about player patch from GBPlayerController
* updated RBEventManager
* changed several parameters from TWeakPointers to normal C++ pointers
* updated FRBListener struct
* created IsValid() that returns true if object & function are valid
* changed optional constructor to take normal C++ pointers instead of TWeakPointers
* removed == operator
* updated RBSurfaceLinkManager
* changed Get() from using a mutable default to using a SingleTon added to the root set
* replaced usage of CachedLinkedClasses variable with simply adding the cached classes to the root set
Both these changes were done to prevent GC issues
* added "Defaults" button to audio, video and gameplay setting screens
* changed default audio volume levels from 10 to 08
* removed stubb from BP_Handgun_Master
* reduced max throw distance in BP_Grenade_Master
* Updated DedicatedServer.bat with all available maps and game types

BUILD UPDATE #013: Jumbo + SALE (-25%)



It's been 48 days since our last blog entry, and almost 3 months since our last game update, and while we're sorry we kept you all waiting that long, we hope Build Update #013 makes up for it.

As predicted in the last Intel Update, #013 has taken a lot longer than usual due to an engine update and a bunch of new things we've been putting into GROUND BRANCH that simply required the extra time to get implemented, tested, fixed, re-tested and so on. To summarize, this version includes the long-awaited first sound update, a new PvP game mode, new modes for new maps, some obligatory new gear and a sizeable list of fixes we'll go over in a bit.

We cannot stress enough how grateful we are for all you guys sticking around and patiently supporting us while we do our best to put this thing together. As always, thank you so much!

Before we go over the highlights, we figure we should let you know that…


🚨 GROUND BRANCH is 25% OFF on the Steam® Summer Sale! 🚨


We're right on time with this update for the Steam® Summer Sale 2019. If you haven't already, this is your chance to grab GROUND BRANCH with a magnificent 25% discount—our biggest discount yet—or maybe convince a few stubborn friends to join you in the tacticool bonanza. You're now armed with compelling case of a juicy update and a sale launching at the same time, so let's fill up them servers!

https://store.steampowered.com/app/16900/GROUND_BRANCH/

All locked and loaded? Let's move out.

› We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor. For those who can afford it, a complete reinstall isn't a bad idea either. If you have control, loadout or other such issues, be sure to try these options.
› NOTE: All dedicated servers must be updated to work with the current build.
› NOTE: Some Controls/Gameplay settings have been reset with this build, regardless of whether you removed config files as suggested. Make sure to reconfigure them to your preferences and sorry for the inconvenience!



BUILD HIGHLIGHTS


Finally, new sounds!

Mikson's diligent work can finally be experienced in-game as the first batch of (mostly) weapon sounds goes public, along with an ominous main theme to kick off soundtrack and ambience work, and several small soundscape adjustments to volume, attenuation and occlusion values.

https://youtu.be/TWPEQUoi4R4?t=21
JustinRed87 aka Cobra493 previews some of the new sounds. Sounds and menu aren't up to date despite the video being recent, but should help you get an idea of where they're headed

Weapon sounds

The following weapons have received their own sound effects, with individual gunshot (with indoor and outdoor tails) and reload SFXs, as well as suppressed versions where applicable (marked with [SD]):

Primary

  • MP5N [SD]
  • MP5SD5, MP5SD6
  • MP7A1, MP7A2 [SD]
  • SDASS Custom
  • MK 18 Mod 1 [SD]
  • AK-74M, AK-74 MI [SD]
  • MK 14 Mod 2 EBR [SD]
  • MK 48 Mod 0
Sidearms

  • M1911A1 [SD]
  • MK 25 [SD]


Why do all weapons sound different than before, then? Well, we're carrying over these finished sounds to the other guns while they're not done, hence the similarity between several of them too. All submachine guns not listed above are now using the MP5N effect as a placeholder, for instance. Similarly, for now all pistols (M1911 aside) are using the MK 25 sounds, all ARs share the MK 18 sounds, the AKS-74U uses the AK-74M sounds and so on.

Keep in mind that this is a first iteration. Mikson will be fine-tuning everything and updating the rest of the armory (and the entirety of the game's sound design) as we go, and you can expect actual reverb and things like individual tails for urban vs. rural vs. forested environments.

› Sounds that were previously demoed, such as the M4A1/Block II effects, are being reworked with newly acquired libraries for maximum fidelity.


Other sound changes

  • The M67 Frag explosion sound has been updated with a better placeholder that doesn't have birds chirping in the background. Chirp-less BOOM.
  • While footstep sounds haven't been updated yet, they now have proper attenuation, volumes and occlusion depending on movement pace, stance and environment, so you will no longer be hearing them across the map or through multiple floors.
  • Radio and local VOIP have been similarly updated.
  • Local VOIP (default V) falloff distance is now 15 meters, so make sure you're within hearing range—otherwise, switch to radio comms (default B).


Known issues
We realized too late that bullet whiz sounds aren't replicating online. Balls. (We'll try to hotfix that soon.


NEW GAME MODE: Defend [WIP]

Currently available for Small Town and Power Station (both Day and Night versions), this adversarial (PvP) game mode has one team defend an objective (a laptop), while the other team needs to find and secure it.

DEFENDERS

  • Objective: Eliminate all Attackers or prevent the objective from being secured within the time limit (default* 10 min).
  • Spawns near the objective (which can be in several nearby locations around the selected insertion point) and has a 30-second head start to prepare for the attack.
ATTACKERS

  • Objective: Eliminate all Defenders or secure the objective within the time limit (default 10 min).
  • Can move freely after 30 seconds. This time can be used for last-moment preparations and plans.
  • Once the objective is found, one team member must secure it by holding Use/Interact (default F) while facing it for 30 seconds (default time*).
* Round time limit and objective capture time can be configured by the server admin. We encourage players to try different values and see what works best. Let us know how it goes!

› Needless to say, this game mode is a major work-in-progress. It will be refined with further testing and community feedback, and then ported over to more maps.


Known issues
Although we could not replicate the issue, we once had multiple objectives spawning in a single round. If you experience this bug, be sure to report it. Thanks!


NEW MAPS: 747 and City [WIP]

Previously playable under the "Development" game mode, 747 and City are now further along in development and playable on Terrorist Hunt, Team Elimination and Deathmatch. They're not finished maps, however, so expect some unfinished areas and general bugs and issues. John is on them.

747


City


› Yep, they will be getting a night version later on too. Speaking of which…



Storage Facility (Night)
Storage Facility now has a night version, playable on Terrorist Hunt. Don't forget your NVGs.




Adjusted A.I. behavior

  • Enemy A.I. sight and threat detection distance have both been changed from 50 m to 150 m. This was done to make up for longer engagement ranges, particularly on 747. We're looking into map-specific values (short term) and a more robust system that accounts for more than a binary distance switch (long term).
  • The distance at which they hear footsteps has been changed from 50 m to 25 m.


Movement speeds

  • Walk and Run speeds have been increased and adjusted slightly. (We're evaluating adding a slower "sneaking" pace.)
  • These values are experimental and, as everything, subject to change.



Gear


NEW SIDEARM: MK 25

A SEAL favorite, the MK 25 (P226) is a 9 mm service pistol carrying 15+1 rounds.



NEW ATTACHMENT: Sidearm Suppressor

Not really a surprise at this point, but you can now attach a suppressor to any pistol and be all… [starts mimicking several copyrighted stealth action characters]



› As with primary weapons, sidearm suppressors are selectable under the "Muzzle Device" tab.



Foregrips are now gripped

We've rigged up a basic implementation of "functional" foregrips. They are now gripped by the character's support hand—as long as you place within reach, anyway.



Known issues

  • Foregrips will cause a floating hand (as well as a wobbling, dislodged arm) if placed too far forward along the bottom rail. It's only a first pass, damnit!
  • The hand poses have a generic grip that doesn't really fit the foregrips yet. Don't worry—we'll be tackling that in due time too.


Other gear stuff

  • Pistol holsters are no longer stuck in the 2000s and are worn on a belt extension rather than a thigh rig. We might make it an option in the future.
  • We've added a basic suppressor for the MK 14 Mod 2 EBR.
  • The AN/PEQ-15 and AR suppressor have been re-scaled to more accurate dimensions.



MISCELLANEOUS

  • Tired of having to run around the Ready Room between rounds? You now spawn back directly at the Ops Room of your selected team and might save up to a whopping 352 calories in a single session.
  • Fixed targets not coming back up on Shooting Range. Or was it them not going down this time?
  • A long, long list of little things you can check out below.



CHANGE LOG


Build version: 1027

Client
Steam Build ID: 3953210
Size: 2.8 GB

Dedicated server
Steam Build ID: 3953219
Size: 141 MB



Full change log is too big for Steam, so we'll be linking to our Dev Blog post for those who want to read the whole thing: GROUNDBRANCH.com / Dev Blog / BUILD UPDATE #013: Jumbo