1. Operation: Harsh Doorstop
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Operation: Harsh Doorstop News

Hotfix v0.14.2.1 Changelog

[h2]Construction System[/h2]
  • Disallowed by default the ability for squad leaders to place down FOBs inside of a capture zone
  • This setting is server-configurable via the "HD.Construction.AllowBaseConstructionInCaptureZones" cvar

[h2]Gameplay[/h2]
  • Added support for server-defined rulesets
  • Implemented server-configurable cooldown period to prevent players from quickly switching back and forth between teams (default is 2 minutes)
  • Reworked team-balancing system to take additional factors into account when choosing players to reassign
  • Autobalance by default no longer reassigns players that are alive at the time a check is performed
  • Autobalance by default will favor reassignment of players with the least amount of time having been on the team, followed by how low their score is
  • Autobalance by default no longer reassigns squad leaders
  • Autobalance by default no longer reassigns server admins
  • For Server Owners: see the updated Server Setup Instructions document for further details on configuring the new ruleset and team-balancing settings

[h2]Maps[/h2]
  • Spawn points per flag spread out to help spawn camping
  • Auto Exposure adjusted on several maps

[h3]Carentan[/h3]
  • Reorganized flags with a single neutral flag for all routes

[h3]Jaziira[/h3]
  • Spawn points adjusted so the player does not spawn under the terrain
  • Fixed route #2 to include neutral flag in the middle of the route tier

[h3]Khafji[/h3]
  • Reorganized flags with a single neutral flag for all routes

[h3]Omaha[/h3]
  • Barbed Wire no longer blocks projectiles
  • Blufor Tickets doubled
  • Spawn point at town disabled

[h3]Risala[/h3]
  • Central point flag visibility fixed
  • Pre-Capture states fixed

[h3]Tan Binh[/h3]
  • Reorganized flags to ensure there is only a single neutral flag for all routes
  • Added new "Crossings" flag

[h2]UI[/h2]
  • Fixed zoom in and out of Flag, FOB, and Rally Point icons being offset when zooming on minimap

[h2]Vehicles[/h2]
  • Updated vehicle hitbox collision settings to fix issue where vehicles were immune to radial damage (such as explosives)
  • Fixed Kubelwagon hitbox not registering hits
  • Fixed issue in multiplayer where friendly vehicle POIs on the spawn map would disappear and reappear based on the player's distance from the vehicle
  • Fixed a crash on map load when there were one or more vehicle spawners placed in the map that had been configured to use the 'Explicit' spawner mode
  • Swapped MRAP Catamount to Woodland camo version for US Army in the Hyrcania Faction
  • Swapped UAZ Hunter Desert to UAZ Hunter Soft Top Desert for RU Marines Sand in the Hyrcania Faction

[h2]Weapons[/h2]
  • Removed Secondary PPSH41 from Training Grounds Opfor PPSH Kit
  • Removed extra gun from Training Grounds
  • Adjusted TPV offsets for AKM to prevent arm from breaking
  • Added Kobra red dot sight variant for ASVAL, swapped with PMC East Squad Leader
  • Scaled the size of M240B LMG ammo bag on SKM
  • Adjusted Braced Aim Offset for SVDM
  • Removed global sound cues from recently added explosive weapon aim animation sequences (C4, IED, and TNT)
  • New textures imported for M110, SVDM, and Vz61 for Hyrcania Weapons
  • Removed iron sight view for SVDM 1P88 for Hyrcania RU Marines
  • Fixed iron sight alignment on UZI
  • Reduced saturation on Hyrcania US Army Multicam textures
  • Updated suppressor sound cue for Hyrcania SCARH
  • Adjusted C4 and TNT Projectile physics volume
  • Corrected attenuation on A_M40A1_Single_Load_2 sound cue
  • Adjusted offsets and blend times on Stick and Stielhandgrenate grenades
  • Adjusted offsets on Xm148, M16A2 M203 and M4A1 M203, corrected sound cue in M4A1 M203
  • Corrected smoke launcher FX on M1 Garand M7 rifles
  • Adjusted sound cue timings on BAR and M14
  • Adjusted offsets on G43, Stoner63, M240B, T Gewehr
  • Adjusted blend times on 1897 Trench gun, swapped sound cue for more sound diveristy
  • Flipped iron sight mesh on MAT49 to use 200m iron sight, larger sight picture, adjusted ADS offset
  • Swapped sound cue on Madsen to create more sound diversity
  • Adjusted specular values on FMTV, Humvee, IMV Rhino, MRAP, URAL
  • Updated interior on all UAZ Hunter vehicle variations, created MI_Metal_Green and Desert variations to use for interior

[h2]SDK[/h2]
  • Created static mesh sub folder for mini repair station, ammo, and medic boxes
  • Team Join/Assignment functions now provides a call result accompanied by a denial reason if any
  • Added gamemode CanJoinTeam() BP-native event
  • While not presently hooked up to the base game UI, mods can subscribe to events on the Player Component that notify of any player-issued team change requests that were denied by the server
  • Mods can determine what teams a player is currently eligible to join using HDPlayerComponent::GetTeamChangeEligibilityById(TeamId) as well as invoking HDPlayerComponent::UpdateTeamChangeEligibilityMap() whenever a player's eligibility status to join a particular team has been altered by behavior in the mod
  • Rulesets: Added 'MatchHasStarted' event callback
  • Rulesets: Allow for config vars to be defined in ruleset BP classes

[h2]SDK Upgrade Notes[/h2]
  • Ruleset BP classes should be resaved to use the new ruleset naming standard where rulesets are now referred to by a simplified name (common prefixes are removed). Example: 'BP_HDRuleset_KillDeath' becomes 'KillDeath'. In addition, they should be moved to a search path in your mod designated by the ModData asset for rulesets. This will allow them to be referred to by name rather than the full path to the class.
  • Similar to the autobalance feature, the cooldown feature when changing teams is disabled in PIE for ease of use. Standalone Game can be used instead to test these features with your mod without packaging.

Summer Relief Update (0.14.2.0) Changelog

[h2]DLC[/h2]
  • Factions from the Gothic Serpent & Hyrcania DLC packs are now available to everyone as base game content

[h2]Core[/h2]
  • Fixed an issue where when joining a modded server, a mod that had been previously downloaded, but not subscribed to could fail to load with the error code: "SteamUGCManager_Failed_LoadWorkshopItem", despite the mod having been properly installed and in an uncorrupted state
  • Speculative fix for a replication issue in the Deploy Menu where certain squads and/or members within a particular squad would not load in and remain hidden, especially under poor performance conditions

[h2]Construction System[/h2]
  • FOBs now take 4 rockets to be destroyed, dig down speed is doubled, and build speed has been reduced slightly
  • Rally Point overrun radius doubled to 35m

[h2]Factions[/h2]
  • Updated Factions with Specialist kits
  • Various updates to Faction loadouts, moved around some gun options

[h2]Gameplay[/h2]
  • Pressing the sprint button when moving forward while prone, crouched, ADS, or leaning will now cancel that state and the player will enter a sprint
  • Pressing the ADS button while sprinting will cancel the sprint and enter ADS
  • Eliminated most rubberbanding issues when vaulting obstacles in multiplayer under average to poor networking conditions
  • Fix issue where the player character would stop short of the intended target position when vaulting over an obstacle
  • Fixed issue where the player wouldn't resume sprinting automatically at the end of a vault despite the sprint key having been pressed
  • Don't create Revive Widget component on Dedicated Servers as an optimization

[h2]Maps[/h2]

    [h3]Al Dhakir[/h3]
    • New Background Mountains added
    • Fixed floating spawn points for players and vehicles
    • Foliage and landscape edits around roads

      [h3]Jaziira[/h3]
      • Updated Banner and Thumbnail images
      • Landscape spline fixes
      • Pebble reduction, removed grass on roads, fixed road

      [h3]Khafji[/h3]
      • Background smoke material optimized
      • Landscape sculpted to fix gaps throughout the map
      • Atmosphere adjusted to blend better with the distant smoke
      • Removed smaller particle effects which were barely visible
      • Light vehicle spawn time set to 60 second respawn

      [h3]Omaha[/h3]
      • Landscape and Foliage edits to fill gaps and created several new paths
      • Tweaked flag routes, no more triple WN capture routes
      • Moved German spawns closer to front line and decreased their time from 180 to 45

      [h3]Risala[/h3]
      • Fixed potholes in roads
      • Regenerated Navmesh
      • Added Light Vehicle spawns to middle flags

      [h3]Saint Quentin[/h3]
      • New names for flags with WW1 theme (Apples, Butter, Charlie, Duff)

      [h3]Tan Binh[/h3]
      • Solid water fixed
      • Floating spawn points fixed
      • Several vehicle spawns added in between flags, single vehicle spawn

[h2]Medical System[/h2]
  • Security fixes and minor cleanup of revive code

[h2]Projectiles[/h2]
  • Fixed rubberbanding issues in multiplayer with throwables such as grenades via implementation of robust network prediction & lag compensation mechanisms for projectiles
  • Fixed desync issues with grenade trajectories on the client, where a grenade projectile appears to land in a particular spot from the client's viewpoint, only for it to suddenly end up somewhere else upon the projectile exploding on the server
  • Fixed issue where duplicate projectiles and/or impact FX were being spawned on the client after a frametime spike or under poor network conditions
  • Fixed an issue where a player could fire a projectile, switch teams while the projectile was still in flight or otherwise unexploded, and damage their previous teammates with it despite Friendly Fire being turned off
  • Fixed an issue where a player could fire a projectile, disconnect from the server while the projectile hadn't yet exploded, and damage their teammates with it despite Friendly Fire being turned off

[h2]UI[/h2]
  • Renamed "Single Player" menu button to "Instant Action"
  • Renamed "Multiplayer" menu button to "Server Browser"
  • Updated Credits screen with additional Developer and Contributor names

[h2]Vehicles[/h2]
  • Implemented vehicle recycling system that cleans up abandoned vehicles based on configured criteria

[h2]Weapons[/h2]
  • Fixed a rare issue where weapons could get stuck in a bad state on the client, such that reloads wouldn't replenish ammo, most often occurring when the player first spawned into the map.
  • Updated rocket projectile FX, overall smaller and single smoke trail
  • Implemented C4 explosives, C4 for modern, TNT for cold war and earlier, IED for Insurgents
  • Updated OSV96 model, adjusted ballistics and scope masks for 50cal weapons
  • Implemented VZ.61 Skorpion, UZI, MP18 32Round, M1928A1, K50M, M/45
  • Added Bipod to SVD, updated PSO Scope for VSS and SVD
  • Updated animations for M249, M240B, Stoner 63, MAT49, STG44, Bazooka, Panzerschreck, Gewehr43
  • Rebalanced ammo magazine quantities for some weapons
  • Added FNFAL, VSS and AK12 to the base game
  • Updated XM177 with XM148 GL under barrel

[h2]SDK[/h2]
  • Added support for blueprint-based HDKitPrerequisite classes
  • Added ability to reassign a Capture Point's team at runtime (see SetOwningTeam())
  • Added Vehicle & Vehicle Spawner delegates
  • Vehicles now keep a reference to the Vehicle Spawner that produced them
  • Exposed vehicle wheel contact surface material, rotation speed, and state information to BPs. State information includes parameters such as the contact surface, contact point & normal, suspension spring force, longitudinal & lateral slip values, etc.
  • Added PlayerNetPredictionComponent to help facilitate network prediction across various gameplay systems
  • Added character movement GetTimestamp() function that returns the appropriate timestamp value for the most recent ServerMove
  • Exposed vehicle wheel tire load values to BPs
  • Exposed CharacterMovementComponent::SetDefaultMovementMode() to BPs
  • Updated "Package Mod" button description to include mention of enabling the "Use Pak File Compression" setting as a potential culprit for "Out of Memory" errors encountered during the staging process of packaging a mod
  • Added DFBaseCharacter::IsIncapacitated() method that returns true if the player is in a "downed" state
  • Implemented DFTeamAgentInterface for Area Protectors, Buildables, Capture Points, & Projectiles
  • Level Blueprints are now tickable

Update v0.14.1.1 Changelog

[h2]User Interface[/h2]
  • Updated community links section of Main Menu in compliance with distribution rules

Update v0.14.1.0 Changelog

[h2]New DLC Content[/h2]

[h2]Administration[/h2]
  • Server now prints player chat messages to its log file for moderation purposes

[h2]Core[/h2]
  • Fixed player kills not increasing in the scoreboard
  • Fixed issue where bots wouldn't acquire some enemy targets if the bots were removed and later readded during the match while these same enemy targets persisted in the world
  • Fixed some inconsistencies with player VOIP handling on death
  • Fixed various issues where spawn protection wouldn't engage or disengage appropriately in certain scenarios
  • Fixed several collision issues with walls and corners
  • Fixed floating foliage on several maps
  • Fixed Spawn Protection Volumes set to opposite flags

[h2]Core Art[/h2]
  • Impact crater reimported with optimized version
  • Re-imported Normandy grass clusters with adjusted vertex paint applied

[h2]Characters[/h2]
  • Fall Damage Divisor adjusted from 11 to 13.5 to prevent dying from heights that would normally injure
  • Player is now notified if the previous leader of their squad has left and that they have been promoted to be the new squad leader

[h2]Construction System[/h2]
  • The requirement of two nearby squad members to build outposts has been changed to two nearby team members required instead
  • Optimizations to construction tool when not equipped

[h2]Maps[/h2]
  • All maps have received an optimization pass
  • Created Non Enterable versions of all Desert buildings
  • Rebuilt HLODs for all maps
  • Regenerated navmesh for all maps
  • Remaining buildings that were old versions have been replaced
  • Larger maps had half of their enterable buildings swapped with Non-Enterable versions for performance
  • Fixed swimming volume on Jaziira
  • Fixed several mesh placements in all maps
  • Fixed tree collision on Carentan

[h2]Medical System[/h2]
  • Fixed issue where players who were previously medics could still see the revive indicators of wounded teammates when picking up a non-medic kit

[h2]Vehicles[/h2]
  • Added vehicle-specific HUD, active while driving a vehicle
  • Fixed issues with VOIP attenuation not being applied when a player enters or exits the driver seat of a vehicle
  • Fixed an issue where a vehicle's handbrake could get stuck in the enabled state from cycling the engine off and on while previously having applied the brakes while the engine was turned off
  • Fixed a crash when a bot would enter the driver seat of a vehicle
  • Collision volumes for all vehicles has been polished
  • Physics assets have been optimized
  • Center of gravity adjusted on several vehicles
  • Missing vehicle wreck collisions added to wreck meshes that had none assigned
  • Disabled vehicle third person camera by default (now editor-only for testing)
  • Disabled vehicle wheel blur functionality until transparency sort order issues are resolved

[h2]VFX[/h2]
  • Rocket smoke trail optimized and reduced in size
  • Shell casing particle effects optimized
  • Fixed issue where shell casings would collide with spawn protection volumes
  • Scaled down tracer rounds from .5 to .3

[h2]Weapons[/h2]
  • Disabled weapon mounting while in a vehicle that was breaking the player's camera view in various ways as it was never meant to be used under these conditions
  • Fixed several issues involving a player's weapon clipping into a wall when wall mounting
  • Fixed an issue where projectiles from select weapons, such as the AKS74U, weren't suppressing players that were shot at with them
  • Fixed a minor frametime dependency issue that could potentially lead to abnormal increases in weapon recoil if the client's framerate was unstable
  • MG Recoil slightly reduced
  • Updated M249 texture

[h2]SDK[/h2]
  • VehicleSeatConfig: Exposed PlayerInSeat property and GetSeatPawn() method to BPs
  • Implemented separate HUD container for vehicles and interfaces that better allow for HUD containers and HUD element widgets to be swapped out with new ones
  • Added a 'DetectionArea' object type/channel to use for further classification of Area Protectors
  • Marked vehicle 'TeamNum' property as 'Expose On Spawn'
  • Allow designers to set the Spawn Team of a vehicle spawner while the spawner mode is set to 'Explicit' or 'Custom'
  • Enabled AI perception to detect neutrals in addition to enemies as a tentative fix for a target acquisition issue

Update v0.14.0.0 Changelog

[h2]Animations[/h2]
  • Unarmed Animations added
  • New Vehicle Poses for Passengers
  • MG Recoil Increased
  • Mounted Recoil Decreased Significantly
  • Passive Wall Mounting Reduced by 25%
  • Non-bipoded weapons have their recoil reduced by 50%, while bipoded weapons have their recoil reduced by 85%
  • All Weapons Except Machine Guns can benefit from passive mounting, and receive a 25% reduction in recoil

[h2]Audio[/h2]
  • Rework of all weapon sound cues
  • All weapons received new sounds
  • Ambient sounds added to several maps

[h2]Core[/h2]
  • Bipod System
  • Construction System
  • Vaulting Optimizations
  • Weapon Mounting
  • Medical System and Revival
  • Vehicles

[h2]Core Art[/h2]
  • Made new Desert buildings, better optimized and more detailed than older versions
  • Optimized WW2 buildings, fewer material slots, reduced draw calls
  • Added impact decals to explosion effects
  • Created new Normandy Foliage assets
  • Assortment of "Buildable" meshes created for the construction system
  • Fixed class icon in Squad Member Listing widget getting squished due to padding enforced around it

[h2]Characters[/h2]
  • Character LOD optimizations
  • Reworked equipment on characters
  • Retextured all characters and gear
  • Optimized materials, and weight paint for animations to reduce mesh stretching
  • Added Cold War Woodland Camo US Faction
  • Added new 1P Arms
  • Added additional skeletal meshes to WW1 Factions

[h2]Cleanup[/h2]
  • Migrated all assets from the Operation folders to HDAssets
  • Renamed several assets for consistency

[h2]Credits[/h2]
  • Added Developer and Contributor names from the past year

[h2]Gameplay[/h2]
  • Bipod System
  • Construction System
  • Vaulting Optimizations
  • Weapon Mounting
  • Medical System and Revival
  • Enabled the ability for bots to deploy from buildables that provide a spawn point (i.e. rally points and outposts from the Construction system)
  • Optimizations to character suppression volume
  • Fixed issue with hit reactions that resulted in players getting noticeably suppressed by friendly fire

[h2]Lighting[/h2]
  • Sky Textures downscaled to reduce texture memory
  • Dynamic shadows reduced for performance

[h2]Main Menu[/h2]
  • New background scenes have been created
  • New soundtrack added to main menu

[h2]Maps[/h2]
  • Spawn Protection Volumes added to all main base and spawn flags
  • Vehicle spawners added to all maps
  • Flag layouts adjusted for vehicles
  • More neutral and no spawnable flags placed for all maps
  • Skirmish maps made for all maps
  • HLODs baked on larger maps to help reduce tri count, draw calls, and texture memory

[h2]Khafji[/h2]
  • Complete overhaul
  • Buildings replaced, and small details added
  • Small details and set dressing added

[h2]Risala[/h2]
  • All buildings swapped out with updated versions
  • Terrain, foliage, and prop optimizations

[h2]Argonne[/h2]
  • Foliage improvements Distant terrain Foliage additions
  • Distant terrain added
  • Optimizations and performance tweaks

[h2]Montecassino[/h2]

  • Foliage improvements Distant terrain Foliage additions
  • Distant terrain added
  • Optimizations and performance tweaks
  • Castle meshes optimized to reduce draw calls and texture memory

[h2]Lam Dong[/h2]
  • Optimizations and foliage improvements
  • Lighting improvements
  • Distant Terrain and Foliage added

[h2]Jaziira[/h2]
  • Buildings swapped out with new versions
  • Terrain adjustments and optimizations
  • Prop placement and optimizations to collision

[h2]Al Dhakir[/h2]
  • New modder-donated map made by Putridi

[h2]Carentan[/h2]
  • DLC map now included in the base game
  • Terrain improvements
  • New Foliage Assets
  • Lighting and Shadow Optimizations

[h2]Omaha Beach[/h2]
  • DLC map now included in the base game
  • Terrain, Foliage, and Mesh Improvements

[h2]Saint Quentin[/h2]
  • DLC map now included in the base game
  • Terrain improvements, Distant terrain added
  • Trench lines reworked
  • New Foliage Assets
  • Lighting and Shadow Optimizations

[h2]Tan Binh[/h2]
  • DLC map now included in the base game
  • Foliage additions
  • Tunnels added
  • Prop placement, scorched earth areas added
  • New Lighting Level added

[h2]Multiplayer[/h2]
  • Increased net relevancy range of grenade and rocket projectiles (they now match relevancy range of player characters)
  • Minor reduction in the bandwidth usage of weapon RPCs
  • Fixed issue where hard pivots in the direction of movement while sprinting resulted in excessive rubberbanding
  • Additional security improvements and enhancements

[h2]Vehicles[/h2]
  • Logistic and Transport Vehicles Added:
  • 1917 Matchless Motorcycle
  • FMTV, GAZ66
  • GER Lorry
  • GER Opel Blitz
  • GMC CCW, Humvee
  • IMV Rhino
  • KAMAZ
  • Kubelwagon
  • Liberty
  • M35
  • M923
  • M939
  • USArmy Motorcycle
  • MRAP Catamount
  • MRAP Oshkosh
  • MRAP Ural Typhoon
  • MT
  • Pickup 85'
  • Technical
  • UAZ
  • UAZ Hunter
  • Willy's Jeep
  • ZIL Cargo
  • Many more vehicles to come!

[h2]SDK[/h2]
  • Prevented mods from being packaged in the editor if there is any build in progress (lighting, navigation, etc) and present a warning to the user
  • Minor updates to layout of Upload Mod window which includes multiline item descriptions as well as enlarged, word-wrapped Description & Changenote text boxes
  • Don't overwrite title, description, preview image, etc of a workshop item if they are left blank when publishing a mod
  • Remember selected mod plugin as a user preference when Upload Mod window closes
  • Re-enable Git, Perforce, and Subversion source control plugins that were previously disabled by the project
  • Default navmesh generation method changed from 'Static' to 'Dynamic Modifiers Only' in order to allow for AI navigation around buildables and other dynamic objects
  • Expose tank track lock/unlock functionality to BPs
  • Add BP write access to "ADS Fire Only" and "Can Aim While Equipped" weapon flags
  • Expose skeletal mesh component PredictedLODLevel value to BPs via the 'GetAnimLODLevel' (anim instance) and 'GetMeshLODLevel' (mesh component) BP statics
  • Expose to BPs the ability to override the navigation export behavior of SM, ISM components (i.e. export as dynamic obstacle, Area Class overrides)

[h2]VFX[/h2]
  • New Projectile Effects added
  • New Grenade and AT Explosion Effects added

[h2]Weapons[/h2]
  • New Weapons Added:
  • 9A91
  • AK74M
  • AK74W 1P87
  • AKS74U
  • AUGA1
  • CAR15
  • G3A3
  • Gewehr 43
  • Gewehr 98
  • HK417 with G33 Magnifier
  • M1 Garand with M84 Scope
  • M1A Woodstock
  • M14 with Redfield Scope
  • M1903A3 with M73 Scope
  • M1917
  • M24
  • M240B
  • M249
  • MAT49
  • MDR .308
  • MG34
  • Mosin Nagant
  • OSV96
  • Stoner63
  • VSK94
  • Several weapons were retextured and details added