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  3. New V1035 Community Test build now available!

New V1035 Community Test build now available!

A new Community Test (CT) build has just gone live! Whether you're among those who are already helping us test or are interested in joining in, read on or use the shortcuts below to learn more.

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[h3]Contents[/h3]
  1. How to join the V1035 Commmunity Test
  2. Dedicated servers
  3. Reporting bugs
  4. General notes
  5. Known issues
  6. Patch notes
  7. Sign-off

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How to join the V1035 Commmunity Test

If you'd like to join the Community Test, follow these steps:

  1. From your Steam Library, right-click GROUND BRANCH and select "Properties…"
  2. Click Betas on the left-hand menu
  3. Enter code GB1035LimeGreen into the text box and click "Check Code"
💡 Steam should begin downloading the latest build in the communitytest beta branch. (If it doesn't start automatically, manually select it from the drop-down menu.)
💡 If you wish to return to the regular branch of the game, simply select "None" from the drop-down menu in the top-right. It's a pretty big download, so keep in mind that switching back and forth between the Community Test and regular branches can be time-consuming — especially on slower connections.

Overall, we have been working hard to squish the biggest bugs in the first build that we unveiled last week. We have made improvements to picking up, dropping and using all manner of things. The team radios should now be usable without killing your audio, so PvP modes will be a little easier to test now. A whole host of inventory items and weapon attachments have had tweaks to skins, collisions, and more. Besides that, there are a myriad of little bug fixes.

[h2]Dedicated servers[/h2]
What we failed to originally mention in our last announcement were the details for installing V1035 CT on dedicated servers. The login details are as follows:

-beta communitytest-ds
-password CommunityTestDS1035

If you stick those into your server install scripts, or ask your server provider nicely to do so for you, you should be able to get your V1035 CT dedicated server up and running. If you have any problem setting up a server, please do make yourself known in the #server-support channel in our official Discord server. We would also like to send a word of thanks to our server partners and other server providers for their prompt assistance in getting these servers running.

Reporting bugs

Please do continue to send all crash reports when you get a crash, and to use the in-game bug reporter where possible — press [Esc] while in-game, click the "Report Bug" button in the top menu, and follow the instructions. This is the best way for us to figure out those pesky bugs and to get them fixed.

For more general feedback and overall vibes, you can talk to us on our Discord server, or the Steam forums.

Originally posted by generalnotes
[h3]General notes[/h3]

  • Patch notes for new CT updates will be posted directly on Steam, so stay tuned — we may release new builds fairly regularly.
  • You will not be able to play online with people using a different branch of the game (though most active players do tend to jump on the CT branch).
  • Weapon mods will not work until they can be updated with the V1035 Mod Kit, which will be available as soon as possible. Patch and mission mods should still work, but custom missions might need a review.
  • The Depot mission demo (Main Menu › Operations) and its friendly AI are meant as a "tech demo" or "vertical slice" of the core gameplay and not necessarily representative of final quality. Friendly AI are planned to become available in more game modes in the future.
  • Rubberbanding is unfortunately still (for now) a common issue on dedicated servers (DS), though we'll keep working to solve this. We recommend server owners to restart their servers periodically (every 3–4 hours) to mitigate this issue. Listen servers are currently the more stable option.
  • Hostage Rescue is not available as it is still in the process of being converted to the new Gameplay Ability System (GAS).
  • Bugs are very much expected, and this is the whole point of this test after all. A list of known bugs is provided below.
🪲 To report a bug, press [Esc] while in-game, click the "Report Bug" button in the top menu, and follow the instructions.
Known issues

These are issues we're aware of, so please keep them in mind and avoid reporting them:
  • [NEW] The first magazine for some weapons may fail to store in dump pouch on a retention reload.
  • DX12 and DLSS + overlays may cause a crash-to-desktop (CTD) during gameplay (this is on NVIDIA 40-series graphics cards — use DX11 if experiencing multiple crashes).
  • Prone movement is currently limited to the "walk" crawl speed; fast crawling (default hold [Shift]) is currently not working.
  • The Rangefinder's measuring function may not work as expected.
  • The friendly AI and its control system are not fully iterated: AI teammates are known to not always react appropriately to their surroundings, get in the way of players, bunch up and so on.
  • Characters may be sent flying when killed, seemingly at random. We could not figure out why yet, so let us know if you find a pattern!
  • Dead characters may also replicate impact animations when living characters are hit.
  • Enemy AI flashlight/laser detection is a work-in-progress (WIP) and may have some rough edges.
  • You cannot currently save full kits — the function of saving kits is not hooked up yet.
  • The mission demo does not allow you to use a detonator with the M4 SLAM charge without a Breaching Charge equipped.
  • Modded listen servers should now be joinable in-game without any issues (fixes big V1034 bug), but it does not seem to work yet when joining from outside the game (aka a "cold start").
  • Chemlights do not yet have the correct colors in PvP modes.
  • Dynamic Take and Secure (DTAS) isn't fully functional in that the flag model does not spawn in the flag carrier's hand and can't be manually placed; it should be fully functional otherwise.
  • Multiplayer bots are probably broken and will likely remain so while we switch focus to actual friendly AI.
  • Music will stop when the player enters the Admin Panel.
  • As mentioned earlier: Hostage Rescue is not available as it is still in the process of being converted to the new Gameplay Ability System (GAS).
  • As also mentioned: weapon mods will not work until they can be updated with the V1035 Mod Kit, which is not yet deployed. We hope to get this out shortly before the proper V1035 release.


Patch notes

[h2]Gameplay/mechanics[/h2]
  • Fixed being unable to drop items
  • Fixed bugs relating to picking up items, including firearm being picked up when trying to pick up magazine
  • Fixed dead bodies not working properly
  • Fixed weapons hanging around (literally) when players or AI die
  • Fixed players occasionally getting stuck while prone
  • Bug-fixing relating to ladders (and their use by both players and AI)
  • Fixed Wristwatch showing incorrect bearing on maps with an east–west minimap orientation (including Ranch)
  • Fixed not being able to move when becoming a spectator outside of Ready Room (e.g. in Deathmatch)
  • Creating AI in game modes once again applies the specified controller tag to the AI controller (and also the character)
  • Improved handling of switching to Detonator
  • Fix for missing teammate blips in in-game map (on Tablet)
  • Large number of rapidly dropped inventory items prevented from overwhelming the system (by telling those marked for death to die faster if there are too many)
  • Increased projectile damage for 7.62 NATO rounds:
    • Torso hits should again kill in one shot in most occasions
    • Hits to limbs and extremities should kill in 1–3 shots (1 or 2 shots being most common)
  • Updated internal handling for Laptop and Big Bomb to fix preventing players from locking up while using them, among other things
  • Fix for Tablet causing player hands to disappear online as well as occasionally not equipping when expected

[h2]AI[/h2]
  • Added several navblockers to Depot, based on locations where AI got stuck
  • Updated behavior tree nodes for flashbang, smoke and frag grenade throw to use new GameplayTag for switching (so AI grenades work again) and generally to fix issues with AI freezing when throwing grenades and such
  • Improvements relating to AI interactions with ladders
  • Fixed friendly AI respawning at boats after death in campaign mission

[h2]Inventory[/h2]
  • Under-the-hood changes and bug fixes relating to item skins
  • Fixed headgear items duplicating when editing another headgear item while wearing a different one
  • Reimported VSS and VSSM Vintorez rifles to fix bad normal maps
  • Tweaked patch slot positioning on NVG Head Mount to fix "embedded" look
  • Fixed LVAW mag check reload
  • PMM eject mag notifies moved a little to better represent the animation
  • Rail attachments and rail attachment rules updated to stop sight stacking shenanigans
  • Updated collisions on a ton of attachments to reduce unnecessary collision warnings when fitting attachments to weapons
  • Updated AUG A3 to split up the top rail into sight and non-sight segments to allow mounting accessories in front of an optic
  • Updated MK14 EBR, SDASS shotgun, MK17 CQC and MK17 DMR to ensure rails supported their specific rail attachments
  • Added .45 ACP to magazine for default build for M1911A1
  • Tweaked magwell component in MK25 for more accurate magazine fit
  • Improved rail slot placement, angle and count for AUG A3, MK17 CQC, MK17 DMR and UMP45 to fix inconsistencies and "floating" attachments
  • Updated Laser Sight to better fit on rails visually
  • New patches: Portugal (Country Flags) and Microprose (Morale)

[h2]Visuals[/h2]
  • Fixed several vehicles not using masks correctly in their vehicle glass
  • Fixed lower hemisphere desaturation happening the wrong way around with skylight override volumes (where the desaturation got smaller, the less skylight there was)
  • Fixed up tile bullet impact system (changed lifetime and size)
  • Updated MK25 pistol material for better rendering
  • Updated textures for MK17 FDE magazine for more accurate representation (it was using the same normal and ORM maps as the black version, which did not account for the partial paint layer)

[h2]Levels[/h2]
  • City — Tweaked skylight overrides in the bank; dirtied/light-polluted the night sky a little
  • Ranch — Added blocking volume on top of the auxiliary building roofs; added damaged ranch sign

[h2]Audio[/h2]
  • Fixed team radio causing audio crashes and loss of all audio
  • Optimized Wwise middleware by setting up playback limits and priorities for sounds
  • Improvement to City audio (WIP) — should at least reduce instances of freezing, crashing and breaking
  • Replaced the jet sound for the campaign mission cinematic

[h2]UI[/h2]
  • Fixed dialog box OK button being squished; OK button now takes up the entire width again
  • Reworked Interaction widgets internally so that doors, ladders and item pick-ups use the same system

[h2]Animation[/h2]
  • Added new "magic hands" animations for left and right hands for various interactions
  • Fixed animation for bringing Binoculars and Rangefinder to face


Thank you for helping us test V1035!

Thank you again to everyone participating in this test! You are helping us get V1035 into your hands just that bit quicker, and just that bit better. Remember:

  • You can report bugs by pressing [Esc] while in-game and clicking the Report Bug button in the top menu. Be as descriptive as you can!
  • Please do submit any crash reports you get while playing the community test build (or indeed the main build). These reports are forwarded to us directly and provide additional information on crashes to help us zero in on issues. Reporting issues multiple times is also fine, as this gives us an idea of the biggest problems to solve.
  • Although we have a #bug-report channel in our Discord, it is most efficient for us if you can use the in-game bug reporter mentioned above — not least because this helps us jump right to the spot where the bug happened (if it is in a particular place in a map, for example).
  • General feedback (i.e. for things that aren't necessarily bugs) is best shared in our Discord and the Steam forums, but please feel free to send it our way however you can.