News Liste GROUND BRANCH

Patch V1034.5 now available! Also: weapon modding news!
GROUND BRANCH
06.08.24 19:49 Community Announcements
Happy Tuesday, folks!

Thank you for your patience as we have put together another point release for GROUND BRANCH V1034. So what do you get for your 0.1 increment? [strike]A modding extravaganza![/strike] A lot of fixes and improvements, extensive modding groundwork, and a lot of cool weapon mods. We'll explain.

Table of contents


[expand type=details expanded=false]
[olist]
  • Wasn't the Mod Kit supposed to release this update?
  • Modding Wiki
  • Steam Workshop
  • In-game modding support
  • So long and thanks for all the mods
  • Patch notes
  • And that's a wrap for Build Update #052!
  • [/olist][/expand]
    [h2=modkit]Wasn't the Mod Kit supposed to release this update?[/h2]
    It was. Our plan was to release this patch alongside the official GROUND BRANCH Mod Kit — a Software Development Kit (SDK) that allows modders to create a whole new world of mods using a specially extended version of the Unreal Engine 4 (UE4) editor from Epic Games — which we're initially setting up to officially support weapon modding specifically (with other types of mods such as maps to be supported in the future as well).

    Per a legal requirement from Epic, any SDK made in UE4 must be available from their store, and so we spent a good amount of time setting up a store presence for the GROUND BRANCH Mod Kit via their recent self-publishing tools, in anticipation of this release. However, a week or so after submitting it for review before publishing, Epic reached out and informed us that their self-publishing tools are not suited for publishing SDKs; as a result, the publishing will have to be done internally by their team.

    Since we had already been sitting on the patch for about a week and don't have an estimate from Epic as to when it will be ready to publish, we decided we would release the patch now and push out the Mod Kit itself as soon as Epic is done setting us up. The good news is that plenty of weapon mods were created by a select few modders that helped us test the Mod Kit, and those will be made available immediately (more info on that in the next section).

    Though official weapon modding is on hold, this update features a lot of modding changes and improvements, a host of bug fixes, and a few exciting new features to boot. See the full patch notes further below for more details on general changes, but read on if you're a modder, aspiring modder or modding afficionado as we'll first be taking a look at… modding.

    [h2=wiki]Modding Wiki[/h2]
    The GROUND BRANCH Modding Wiki is now available at https://wiki.groundbranch.com/en/modding.



    Though the Mod Kit is not yet available, you may want to start familiarizing yourself with the necessary information for further modding down the road. Some notable highlights for the Wiki:


    Stay tuned in future GROUND BRANCH updates for an expansion of the modding system to encompass all kinds of mods eventually, via the Mod Kit and Quick Create system.

    Zitat:
    ???? We are extremely grateful to Bob/AT for his help in setting up and maintaining the Wiki (and thanks also to Callum for doing a lot of the setup also).

    [h2=workshop]Steam Workshop[/h2]
    Our Steam Workshop opened up last update, mostly for new Quick Create patch mods, but will now include weapon mods created during the testing phase for the official Mod Kit. In V1034.5, some lingering issues were ironed out with respect to modded game modes, missions, localization and AI loadouts, so you should also see a wider range of game mode and mission mods in the Workshop soon.

    We are very grateful to YourComrade, ModernLancer, mr munkee and others for their help kicking the tires on the new Mod Kit stuff while making some kickass new custom weapons in the process — which you will hopefully see appear on the GROUND BRANCH Workshop shortly. We hope you enjoy trying out their creations as much as we have.

    Zitat:

    ???? Get moddin'


    If you’d like to jump into the brave new world of modded weapons, here is a selection of some of the great mods that our test crew have come up with while helping us test the Mod Kit:
    If you search for mods in the Workshop using the Weapon tag, you will now find these and more. Have fun, y’all.

    We are also very grateful to Bob/AT and tjl9987612 for their help with the game mode and mission side of things. Many modding bugs have been squished thanks to them.

    [h2=ingame]In-game modding support[/h2]
    You will find the in-game Workshop search a little more functional than before, making it easier to find and explore mods in-game:



    Disabled mods are now actually disabled in Lone Wolf, and there is a new option in Settings › Gameplay to control whether or not mods are automatically enabled after auto-downloading when joining servers:



    The Quick Create modding menu has also had a small glow-up in V1034.5, with changelogs now being multi-line — in case you like writing changelogs as long as we do.


    [h1=solong]So long and thanks for all the mods[/h1]
    All good things come to an end, and so is true of Callum’s contract. We were lucky to have him as long as we did, but he leaves us now to pursue development of his own games full-time.

    In the meantime, Callum has taken the Mod Kit from a concept to a finished product, unphased by the near total absence of documentation and official support from Epic.

    Callum, we salute you! Good luck in your future projects.

    Zitat:
    ????️ Are you a VR player? If so, check out Callum's game Space Docker VR and stay tuned for his upcoming projects!


    [h1=patchnotes]Patch notes[/h1]
    Zitat:

    ???? Known issues


    As ever, we remind you that GROUND BRANCH is an Early Access title, and bugs and incomplete features are to be expected in general. Nevertheless, we would draw your attention to some particular unresolved issues in version V1034.5:
    • Dedicated servers may need to be rebooted a second time after adding mods to the mod list
    • Intel Retrieval's "Extraction Mayhem": bots will not approach the laptop carrier as intended, but may freeze in place
    • Note for game mode modders: AI in search mode will eventually cause the "too many UObjects" crash if no search location is specified
    • Note for game mode and mission modders: AI set to Guard currently do not respect Guard Radius
    • Dropped guns still float in the air
    • City's helicopter animation does not work correctly in multiplayer
    • Sprinting and then going prone retains sprint speed
    • The gun shaking bug is still present (tough one to squash)

    Maps


    • Fixed cloth umbrella material in City so bullets properly pass through
    • Hooked up Paintball minimap (was defaulting to Arena's)
    • Removed a couple of folded tarps on top of Power Station area that were causing player collision issues
    • Added a few navblockers to help AI on stairs in Power Station
    • Added a few more navblockers to stairs in Small Town
    • Miscellaneous fixes in response to user reports

    Inventory


    • New velcro patch: "Mod Crew"
    • Fixed magazine placement for AK-105 series
    • Fixed SA58 OSW locking open on empty without magazine
    • Fixed Wz.88 having two magwells and two ejection components
    • Added in .300 BLK cartridge type (both for modding and in anticipation of upcoming official weapons)
    • Small adjustments to MK14 EBR iron sights for better alignment
    • Fixed small overlap with HK416 magazines and receiver

    Art and VFX


    • Increased distance before the IR strobe effect culls out (stops rendering) from 50 meters to 800 meters
    • Added proper 5.45×39 mm round asset and updated magazines to use it

    Animation


    • Updated MK14 EBR and SVD reload animation actions to make them call non-reactive reloads when bolt is forward
    • Fixed some bad skin weighting on MK14 EBR charging handle
    • Fixed safety lever on M9A3 not moving with slide

    AI


    • Navblocks (and mission objects using navblocks) now work with Kythera AI (albeit with significant delays when switching in larger maps)
    • Updated AI noise reporting system to use AudioSignalRadius rather than Loudness, for both noise reporting and noise listener functions — using the rule of thumb that AudioSignalRadius = 42 × Loudness (dB) — allowing removal of Loudness from all related systems
    • Adjusted LastShotLevel calculations in GBCharacter to now use LastShotRadius (for purpose of calculating player visibility modifier for AI)

    Gameplay, systems and bug fixes


    • Fixed "too many UObjects" crash in official Intel Retrieval missions (it is caused by setting AI to search mode but not specifying a search location)
      Zitat:
      ⚠️ If you have created any modded game modes, please ensure they are not doing the same.
    • Increased range of weapon lights and IR illuminators, and made light attenuation non-linear
    • Tightened up Hostage Rescue volunteer selection a bit (was not properly handling selection from multiple volunteers)
    • Updated FailSafe.kit to specify skin for pants and footwear
    • Fixed issue where laptops may be invisible but colliding for new joiners to server
    • Added an extra spectator state check in case other logic fails to remove the spectator camera modifier
    • Updated kit write access logic so it will create a directory if missing, as well as attempt to clear read-only status of the directory and all kits within
    • Updated kit conversion logic:
    • [list]
    • Now also explains the need to backup or delete old files if "Quit" option is used
    • Only updates and saves value of CheckedKitVersion if kits are fine or the "Convert" option is selected
  • Temporarily disabled checking for or loading embedded AI loadouts in missions (doesn't play nice with newer mod stuff)
  • Console key can now be rebound
  • Fixed bug with colorblind settings not working/crashing
  • Disabled bots in Deathmatch (not currently working anyway)
  • Ops Board and Tablet: added extra test for whether an objective marker has team ID of 255 (otherwise would not display markers for all teams if marker team ID was set to 255)
  • Added r.HZBOcclusion=True to DefaultEngine.ini to mitigate pop-in when turning corners and other situations where parts of the map don't render fast enough (medium- to lower-end hardware might experience a slight performance drop in some situations)
  • Hard-coded view distance scale to 1.0 to stop the r.ViewDistanceScale hack
  • Added logic to enable HUD when exiting spectator state if HUD is currently not shown
  • Fixed casing impact blueprint not being destroyed after sound ends
  • Shoothouse (The Farm):
    • Timer should display correct time on dedicated servers
    • Timer should start at 0 from the horn (no longer at the start of the initial beeps)

    [/list]

    Modding


    • Moved mod mounting/unmounting into the Mod Sync UI pipeline
    • Lone Wolf, Host Game and Training mission launches now carry out a mod sync
    • Mod mount and unmount is now carried out before syncing/installing mods, and account is now taken of disabled mods when syncing (i.e. for Lone Wolf).
    • Added bypass feature to Mod Sync UI, whereby UI will not pop up if (and only if) nothing is mounted, or unmounted, and no mods to sync
    • Added option in Settings › Gameplay for whether to enable or disable mods locally if they have been auto-downloaded from servers (default is to disable)
    • gamemode.FormatString() now localizes properly for mods (localization will likely be moved client-side in V1035), and fixed up a few other localization issues relating to mods
    • Added support for PNG mod thumbnail files in Quick Create system, in addition to JPG (it won't complain if both are present but it will select the .png thumbnail in preference to .jpg)
    • Changed single-line change notes field in Quick Create widget to a multi-line field
    • Added new gamemode.GetTimeOfDay() Lua access function to let game modes know the current time
    • Set GameMode ModID at very start of mission loading process (previously, mission objects such as AI Spawn Points were being initialized without the correct Mod ID set)
    • Cleared up a few modding-related bugs with respect to AI loadouts and spawn points
    • Various further bug fixes arising from lingering presence of Int32 ModIDs in old code internally (despite transition to UInt64 values for use with Steam Workshop); did not arise earlier because compiler was A-OK with implicit UInt64 › Int32 conversions ????

    UI


    • Minor style and formatting cleanup in modding-related widgets, including improved clipping for modding-related widgets to prevent long titles running over other elements, and increased the width for mod titles in these widgets (reduced width for author and type columns)
    • Fixed bug where submitting server mod list via Modding › Server Mods menu did not work (only worked via Admin menu)
    • Mod lists: sorting per tab/column now works
    • Mod selector widget: text and tag search now working (results are limited to first 50 or so)
    • Mod Sync dialog:
    • [list]
    • Created animation for downloading status; style changes to colors, font sizes, progress bar and others
    • Added hide-able dialog warning for user to confirm whether to download new mods to join a server
  • Added formatting (spaces between words) to Workshop mod tags in mod selector and mod viewer widgets
  • Customize Operator screen:
    • New mod visibility drop-down: can be set to show all items (including mods), show mods only, or hide mods
    • Updated how the current item is displayed in the list when selecting for better visibility: added pulse effect (animation), changed border style to solid; also some minor copy/format edits.
    • Fixed background not changing from yellow to white when a custom item is cleared from the item slot
    • Added [MOD] label to modded attachments in the item customization screen
  • Patches dialog: fixed bug with "?" persisting if a broken patch was replaced by a working one
  • Added scroll box to Mission Parameters pop-up (Ops Board settings) to prevent too many game mode options from breaking the layout (will be renamed the Bob Broke It Scroll Box in honor of our modding community)
  • Added new default mod thumbnail for Quick Create system
  • Fixed manual text entry in spin box widgets (the little menu boxes you can drag left and right but also manually input a value) so that it is now clamped to min/max and updates slider position accordingly; was an issue for the NVG overlay scale setting, for example
  • Stopped repeated lists of mission settings in Voting menu
  • Minor cleanup and style pass on Inventory Bar
  • Changed mod widgets to use decimal kB, MB and GB (e.g. 1 MB = 1,000 kB) rather than power-of-two (1 MB = 1,024 kB) to match Steam's usage
  • Updated Credits screen
  • Removed "Pre-Access" from watermark
  • [/list]

    [h1=signoff]And that's a wrap for Build Update #052![/h1]
    Notwithstanding any showstoppers in today's release, the fraction of our team still working on modding support-related tasks will join the rest of the team in V1035 development — which also means our Intel Reports will be returning shortly after a long break.

    Stay tuned for the Mod Kit release (hopefully soon!), and as always, thank you for your continued support. We'll see you next time!
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