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Asid:
1020 Testing Build Update - 2852726

Mainly bug fixes for crashes and broken admin login for dedicated server. Also a few changes, additions and updates.

Game

Build Id: 2852726

Approx. Size: 555mb

Dedicated Server

Build Id: 2852808

Approx. Size: 28mb

CHANGELIST:

CONTENT
* New glove option added
* More art passing on 747 map

* PowerStation
    * Added a couple AI spawn points in lower level
    * Rebuilt lighting
* Changed look of grenade arc to be a lot less viaually intrusive
    * Just trying out a subtle look that is less garrish but still useful

* New binocular overlay
* New weapon Mk18 Mod1
* New gloves added to customization
* Set LOD bias on some marketplace assets to reduce from 4k to 2k
* Cleaned up LM settings and collision on some Marketplace assets
* Storage Facility
    * Added more cover in outside lower area
    * Started art pass on lower outside area
    * Reworked East forest insertion area to provide more cover frompatrolling AI in TH mode

* PowerStation
    * Added a couple AI spawn points in lower level
    * Rebuilt lighting
* Changed look of grenade arc to be a lot less viaually intrusive
    * Just trying out a subtle look that is less garrish but still useful



CODE
* updated UWorks from 18-11 to 18-12.

* added GBInstigator check to BP_ModularAmmoPouch_Master ReplaceWithActualPouch() event.
* updated BP_Trigger_CustomiseOperator to ensure owning player was set to player controller 0 for newly created WBP_CharacterEditor.
* updated WBP_CharacterEditor Close event to remove set view target with blend call (unneeded and possibly casuing issues/crash)
* removed unused FrontendImage_Blur
* slight change to GBCharacter::PossesedBy() to make it set network channel to 1 or 0 depending on ready room status.
* updated GBFunctionLibrary::CreateGamePreviewWorld()
    * creates world in transient package using custom name without telling the engine about it.
    * does not set simluated physics to true.
    * no longers calls InitWorld(), InializeActorsForPlay() or BeginPlay().
    * manually sets bStartup & bActorsInitialised to true.
* removed hackfix for losing focus on multiple monitors from GBGameViewportClient.
* fixed possible nullptr in AGBPlayerController::SpectatingInputKey() if the function is called BEFORE spawning a spectator pawn.
* udpated AGBPlayerController::BulletWarnEndOverlap()
    * fixed possible nullptr in if the called with by a bullet with a null instigator.
    * improved same team check to reduce false screen flashes
    * added check to prevent bullet warn if instigator is inside the radious of the bullet warn trigger.

* fixed admin login

FIXES
* FIXED incorrect scaling on 416 AR
    * FIXED 416 iron sights scaling to match new 416 scale
* FIXED incorrect scaling on STANAG and Poly 556 mags
 *fixed editor complaining about references in WBP_PickupFirearm
* FIXED improperly scaled M16

Asid:
1020 Testing Build Update - 2861985

Small update with some good fixes and quality of life stuff. Trying out a 2 stage inventory selection UI. So instead of cycling through inventory you can now quick select and automatically equip. If you want to cycle inventory choices then hold the number key to get the UI.

Game

Build Id: 2861985

Approx. Size: 628mb

Dedicated Server

Build Id: 2861992

Approx. Size: 28mb

CHANGELIST:

CONTENT
* Removed some old pointlights left in areas whereinside playable space was removed in Tanker Ship
* Storage Facility
    * More art passing
    * Added blocking volumes around perimeter of map
* Changed magazine on screen info
    * Full mags no longer display a message
    * Moved message lower on screen
* Cleaned up M16 LODs

* Adjusted Flashbang detonation time from 4 seconds to 1.25 seconds
* Removed weapons (May come back in some form or another at some point)
    * 516
    * Tavor X95
* New AR Dbl Mag pouch mesh and textures
* Adjusted metal impact particle effect to be less pronounced

* Added new MP443 handgun
    * Temp materials for now
* More 747 art passing
* Reduced NVG eyepiece glow
* Reduced bllom effect a bit in Ready Rooms
    * Less glow around emissive stuff

* Reduced brightness of laser attachment by 25%

* Adjusted 416 sight material to have better color
* Sharpened M16 color textures a bit

CODE
* removed debug colliison visibility on dropped firearms & magazines
* added foot sync markers, foot step notifications and movement speed curves to latest iteration of unarmed animations

* updated BadGuysXXX kit files
* created BP_Pouch_Ammo_12Gauge
* updated BP_ModularAmmoPouch_Master to support magazines & loose ammunition (i.e. 12 gauge shells)
* updated shotgun reloads abilities to remove unlimited shells.
* adjusted camera movement in charactereditor
* enabled instant switching via item bar
    * tap and release for instant.
    * press and hold for scrolling/cycling
* removed "Grab" option from magazines for now
* added HUD toggle command when spectating on the "H" key.
* updated loading and transition screens
    * simpler/faster
    * walking dude should be more accurate/animate longer
    * should never get stuck at loading screen
* reworked the way way character editor is removed when hitting apply/revert
    * hopefully fixes the crash many people have been having :|

FIXES
* fixed charging handle and bolt not being animated during MP5 reload.
* fixed hand not moving with pump duing pump action reload (temp fix - needs work)
* fixed incorrect collision box on dropped magazines.
* fixed GBFirearm PreEncode() check calling DefaultSetup() instead of just adding a magazine.
* fixed BP_MPX_SBR, BP_MP7A2, BP_M24 & BP_SDASS_Martial being used without a valid sight of some kind.
* fixed AI getting stuck in infinite reload cycle when out of ammo.
* fixed crash in RBAnimationModified_FootPrep is trying to use without FootMarkerChannel name set.
* FIXED Tanker Ship AI getting into non playable area inside above Galley area
* FIXED incorrect front sight alignment on M16

Asid:
1020 Testing Build Update - 2871274

Mainly bug fixes and changes to make things work better.

Game

Build Id: 2871274

Approx. Size: 102mb

Dedicated Server

Build Id: 2871323

Approx. Size: 27mb

CHANGELIST:

CONTENT
* Added proper reticle for 1P78 Kashtan scope
* Updated TacShirt textures with color corrected variations
* Reduced look of blood hit effect
* Adjusted placement of various sights and weapon attachments to sit on rails better
* Added ability to place attachments an dnot just sights on MP7 top rail

* Setup 'Development' gametype for maps that are starting the development process, but are for enough along for players to run around in
    * Basically maps in the blockout stage the were proviously available only through the console
* Created Development (DV) OilRig map
* Cleaned up temp loading screen to be more readable (Still WIP)


CODE
* added Multiply as a default console key in DefaultInput.ini
* created RemoveLoadingScreenEvent as universal way to get the loading screen to fuck off.
* updated GBGameState to call RemoveLoadingScreenEvent if it not using a ready room or the ready room is part of the map and the lighting scenario is loaded & visible.
* added GBLocalPlayer::Exec() override to fix crash caused when calling Exec commands when the character editor world is visible.
* updated GBPlayerController
    * removed PostSeamlessTravel() override and event.
    * updated SetCharAppearance() & SetCharLoadout() to create info actors even if there is no character controlled.
* updated GBReadyRoomStreamer to call RemoveLoadingScreenEvent if lighting scenario is loaded & visible.
* cleaned up various stubbs/logs
* updated WBP_LoadingScreen
    * added listeners for RemoveLoadingScreenEvent to get it to fuck off.
    * rearranged layout to make it easy to read the game mode, map name and author.
* updated BP_GameInstance to remove need to call WBP_LoadingScreen::FinishedLoading.
* updated BP_PlayerController to remove OnPostSeamlessTravelEvent incorrectly trying to remove unused WBP_SeamlessTravelScreen
* removed deprecated WBP_SeamlessTravelScreen
* disabled Host Game entry in WBP_PlayDropDown_Content

* replaced RemoveLoadoutScreenEvent with LevelStreamingStatusEvent
* added ClientUpdateLevelStreamingStatus_Implementation override to GBPlayerController.
    * used this to call new LevelStreamingStatusEvent.
* removed calls to RemoveLoadoutScreenEvent in GBGameState & GBReadyRoomStreamer.
* updated GBReadyRoomStreamer to show RR lighting as soon as its replicated.
* updated WBP_LoadingScreen to use LevelStreamingStatusEvent instead of RemoveLoadoutScreenEvent.
    * checks if level is loaded and visible, else binds to OnLevelShown delegate.
    * failsafe timer if it can't tell or can't be arsed waiting.
    * this method works if level is streamed or loaded directly!
* updated quick-play/test batch files to make them more in line with DedicatedServer.bat
* updated WBP_WorldPrompt_X to automatically remove itself if its associated actor is invalid.
* updated BP_Trigger_ReadyRoom_Master to remove its world prompt if destroyed.
     * updated all child Blueprints to call parents EndPlay.
* updated BP_BriefingRoomDisplay to associate itself with WBP_WorldPromp_SelectInsertionPoint.
* added associated actor checks to WBP_WorldPrompt_X to remove themselves in case assocaited actors fails to.


FIXES
* FIXED Arms going through sleeves of Undershirt
* FIXED LBT-6094 going through some torso meshes around chest area
* FIXED bad material assigned to Tan goggles
* FIXED optic positioning on rail
    * HoloSight
    * Reflex Large
    * V3_HoloGraphic
    * RedDot Pro
      ACOG 4x32 and 6x48
* FIXED scale on STANAG and PolyMag magazines
* FIXED bad alpha channel causing "squares" in one of the metal hit effects
* FIXED IRStrobe not working (Hopefully)
* FIXED Some bad collision on Storage Facility cave walls

Asid:
Steam page is live: Here



"Its been a long time coming, but we have finally reached that elusive milestone. We feel the game is close to being ready for our Early Access launch so its time to let everyone know about Ground Branch. Tell everyone you know about the game and direct them to the store page for information and to join in by following the game and adding it to their wishlist to get all the latest information. We still have about 80 Pre-Order keys left before they are all gone, so lets sell them out! Things are going to start moving a lot faster from here on out.

To all of our supporters, thank you for all you have done to help get us to this point. And those just learning about Ground Branch, welcome and enjoy the ride!"

BlackFoot Studios Team

Asid:
1021 TESTING build available
GROUND BRANCH - JohnJ

A new build has been released on the Testing Branch. We hope to iterate and fix issues quickly so that we can push it to the Main branch in a few days.

The Testing Branch is available to all users simply by right clicking on the Ground Branch listing in your library and select Properties. Then select Beta and in the dropdown titles 'Select the beta you would like to opt into' select 'testing - GroundBranch testing build'.

You will then get an update and will now see Ground Branch(testing) in your library. You can fo back and forth between builds simply by changing that Opt-In option.

Highlights
•   First pass at nametags
•   Server admin overhaul
•   Pre-recorded voice/response menu system (temp voice work of course)
o   Default key is N
o   Menu system to allow players to use pre-made voice commands/responses
o   Menu setup and controlled by config files and can be either radial or "step out" style (default)
•   Removed shotguns from AI use for now
•   Config file issues fixed!
•   Win7/8/10 debug file placement sorted
•   Keybindings should properly save and load

Game

Build Id: 2929190

Approx. update Size: 3.5GB


Dedicated Server

Build Id: 2929193

Approx. update Size: 65mb


CHANGELIST:

CONTENT
* Cleaned up cuff area on TacShirt texture update
* SmallTown map
* Cleaned up area along back of building with basement to get rid of bad collision
* Added ladder to 2nd story entry door on back of building with basement
* New vertical grip attachment - Grippon
* Updated baseball hat mesh and materials
* Updated STANAG magazine
* Updated DumpPouch
* Storage Facility
* Art pass on right side tunnel system
* Cleaned up LM size, LOD and collison on various Marketplace assets used in maps
* Updated Boonie Hat
* Sharpened color swatch textures
*Testing new mesh paint plugin for nametags
* Player names will appear on back of platform
* This will be iterated on a bunch
* Added in new A Frame helmets (influenced by Crye Air Frame)
* Added in new Asian Male head
* Added in OKP-7 AK platform reflex sight
* Updated PMag model
* New ICON for Stanag Mag
* Updated pistol Mag pouch mesh/materials
* Updated splash screen (Thanks Scopey!)
* Changed texture LODbias setting for Low texture quality game setting


CODE
* attemped to get Steam authentication to properly report player information
* split GBServerManagement class into modular plugin called ZooKeeper
* stores server info under /ServerConfig/<separate ini files>
* automatically creates default ini files if any are missing.
* uses admin groups instead of defining commnads per-admin
* updated all affected C++ and Blueprints
* tested admin, voting, bans and team killing.
* added ban reason to WBP_NetworkFailureOverlay
* removed overridden UGBGameInstance::StartGameInstance()
* added multicast functions to GBGameState to display and update voting on client
* created BP_GameState to implement voting screen & updates.
* removed voting functions and events from GBPlayerController & BP_PlayerController.
* removed stubbs from WBP_LoadingScreen
* fixed players resurrected or send to play area by admin not being counted as &#39;alive&#39; by end round check.
* changed when character appearance/loadout info actors are created for the player controller.
* replaced CharLoadoutString usage with CharLoadout struct to bring it inline with usage of CharAppearance.
* updated all affected C++ and Blueprints.
* added additional stubbs/logging to GBGameState, GBGameMode & GBPlayerController to log when char appearance/loadout infos are not found or created.
* updated BP_InsertionPoint to change auto-validation to manual validation to allow for more precise setup
* removed WBP_Vote redirector
* tweaked sensiivity/response in WBP_RadialMenu
* replaced GBCharacterVoice with a primary asset based GBCharVoiceData.
* created test default VOICE_Default using voice messages from fatmarrow.
* added CharVoiceDataId setting to GBPlayerSettings.
* created simple WBP_NumMenu based off RavenShield PreRecoredMessage menu.
* created basic UserMenu system
* supports built in and user created versions using same name.
* currently supports basic liner num menu - radial to come.
* Title is based off file name.
* setup is based off first line.
* each line defines the text and command for each menu entry, separated by a single comma.
* created GBCharEmoteData based off primary asset.
* created GBInputOverrideInterface for usage with UserWidgets
* allows a user widget to override any input key or input axis, regardless of whether or not it has focus.
* updated GBPlayerController
* added InputOverrideWidget variable
* updated InputKey() to check against InputOverrideWidget via the GBInputOverrideInterface.
* added InputAxis() override to check against InputOverrideWidget via the GBInputOverrideInterface.
* updated WBP_RadialMenu
* removed OnMouseMove
* added GBInputOverrideInterface
* added OverrideInputAxis() Blueprint event for MouseX & MouseY
* changed CancelDistance value.
* changed CursorDeltaTotal clamp.
* updated WBP_NumMenu
* removed need for BP_NumMenuInputHelper (good riddance!)
* added GBInputOverrideInterface
* added OverrideInputKey() Blueprint event for number keys.
* updated WBP_RadialMenu_Entry to use a Index value by default.
* updated WBP_UserMenuManager
* added radial menu support
* temporarily changed BadGuysShotgunner primary from Martial to AK74SU.
* updated UserMenus
* type of menu is now decided by the command used to open the initial menu, rather then a setting in the menu.
* OpenLinearUserMenu - simple old-school numbered menu
* OpenRadialUserMenu - radial style menu
* OpenUserMenu - open menu based on previously used style.
* added named tag support back into GBPlatform using DoN Mesh Painting plugin
* added some additional commenting to GBItem.h for various Blueprint function tootlips.
* updated ZooKeeper plugin
* removed need for individial Init() checks
* replaced TWeakObjectPtr to current World with a GameInstance UPROPERTY() variable instead.
* created ZKSettings to hold list of all commands and so on for the plugin.
* added support to remotely setup the server via a randomly generated password
* greately simplified the maplist to remove reliance on JSon API
* created FZKReplicatedContent struct for use with Server/Client RPC&#39;s
* created UZKAdmin::FillRequest() to return a filled FZKReplicatedContent struct based on a request type.
* removed ShowServerManagerment exec from GBGameViewportClient
* now handlde by remote server setup provided by ZooKeeper plugin
* replaced admin group and commands in AGBPlayerState with simple &#39;bOnDuty&#39; bool
* updated GBPlayerController
* created Get/Set RPC&#39;s for use with remote server setup
* took control of InGameMenu BP_PlayerController
* took control of DeathOverlay from WBP_HUD
* took control of ChatManager from WBP_HUD
* added system to handle full screen widgets focus
* includes priority system so that one full screen widget will maintain focus over another
i.e. chat box will keep focus even when death overlay appears
* handles changing input and focus between UI/Game and flushing pressed keys.
* removed need for Show/HideChatEvent&#39;s
* created WBP_WidgetInter
* created WBP_Admin_Manager
* handles remote admin commands, server settiners and map list for now.
* will add add/remove admin, admin groups next.
* required modifying the WBP_ServerAccess_Manager
* created WBP_Vote
* required due to changes made to WBP_ServerAcess_Manager
* hooked it into the vote drop down menu.
* removed first person spring arm for camera when dead
* old school snappy/jerky death cam here we come.
* updated AGBGameMode::Logout() to forcibly destroy the pawn of a player logging out while in the ready room
* misc fixes/tweaks to ZooKeeper for shipping builds
* updated spawn manager C++ & Blueprint so enable AI spawned in TH to be freeze until after players have unfrozen
* added version checking to GBPlayerInput
* this will automaticall DELETE existing Input.ini file if it is deemed to be out of date.
This should prevent the current issues we&#39;ve been having where people have older Input.ini files
with keys bound to commands that no longer exist.
* created server info board to display server name and motd in-game (deja-vu anyone?)
* removed MOTD from loading screen
* added support for command line ini file overriding for any ZooKeeper
i.e. ServerINI=ServerTwo will read server settings from /ServerConfigs/ServerTwo.ini instead of default /ServerConfigs/Server.ini
* added FZKOnServerSettingsUpdated delegate to ZKServer class
* hooked up GBGameSession to FZKOnServerSettingsUpdated to it servername, MOTD etc will update with out needed to restart the map/server.
* created UGBPlayerInput::SetDefaults()
* ensured it sets the version to the latest version BEFORE saving.
* updated UGBPlayerInput::ValidateInputSettings() to use UGBPlayerInput::SetDefaults() instead of manually clearing and reloading ini.
* updated UGBUIFunctionLibrary::ResetBindsToDefault() to use UGBPlayerInput::SetDefaults() instead of manually clearing and reloading ini.
* made UGBUIFunctionLibrary::SaveBinds() & UGBUIFunctionLibrary::ForcePlayerInputUpdate() two distinct functions.
* updated WBP_Settings_Controls due to C++ changes.
* added proper location for AI loadouts to DirectoriesToAlwaysStageAsNonUFS in DefaultGame.ini
* slighting tweaked unanamed server name created by ZKServer
* created GBGameState Set functions for Server Name & MOTD
* updated GBGameSessions
* moved RegisterServer() call to InitGame() from OnPostMapLoad()
* unbound and removed redundant OnPostMapLoad() function.
* update SetBasicServerDetails() to also update the gamestate if present.
* added elevateplayer to DefaultZooKeeper.ini
* fixed pre recordered voice not playing for local player
* moved ChatMessageManagerWidget creaton from ShowChat() to ClientSetHUD_Implementation().
* changed version number from 1020 to 1021

FIXES
* FIXED replicated loadouts being applied to locally controlled client causing duplicate head items that would not obey head visibility changes.
* FIXED chat not wokring in non-coop games
* FIXED bad insertion point spawns in TE-SmallTown
* FIXED missing collision on Power Station outide wall
* FIXED crash caused by possible nullptr in GBGameState Teams array if UGameStateInitEvent() is called BEFORE all TeamInfo&#39;s have replicated properly
* FIXED crash caused by possible nullptr duing seamless travel if player is created before the game mode can spawn its PlayerStartManager.
* FIXED misc issued in DonMeshPainting plugin caused by not adhering to Server is Painter model
(our fault, not the plugins)
* FIXED 15x100mm riser not attaching
* FIXED binds not being saved while in main menu
* FIXED missing DEFAULT BINDS button in controls menu.
* FIXED EyeBias not working - point shooting should now be easier.
* FIXED misc left over redirectors
* FIXED bPlayBackgroundSounds config variable ending up in an ini file that is just the &#39;.ini&#39; extension (no actual name)
* FIXED GBPlayerController constructor crash for shipping server build.
* FIXED SmallTown slowdown inside building stairwell

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