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CTE update #4

As we are trying to get a final 1032 out the door here is another quick update to try to knock out the bigger issues. The main fixes for this update are hopefully getting all the kit/loadout item edge cases cleaned up. Things like eyewear showing in first person, double characters and random rotations on attachments. And of course fixing bugs in other areas as well.

Oh and the old blood hits are back with the pink mist and splatters on walls. It definitely helps with identifying hits at distance.

DS:
Build ID : 7955154
42MB

Game:
Build ID : 7955148
82MB

Here are the detailed changes:

* Fixed wrong highlight map in black ballcap material
* Fixed some collision bugs in 747
* Fine tuned iron sight setup on UMP
* Fixed bad material on low Micro T1
* Tweaked Mk46 full auto recoil to be a bit more pronounced
* fixed possible stuck AI spawn in Storage Facility IR
* Fixed flashing front sight post geometry on M16, M4 and FSP
* Tweaked LOD settings on Magpul MBUS front sight so sight post is always visible
* Fixed various bugs from database on Creek
* Adjusted Small Town doors
* Made so none opened more than 115 degrees (was 150)
* Added small navmodifier on doors to area between the open door and close walls. Hopefully this keeps AI from getting into those areas
* Removed Ambient Cubemap from Farm PPVolume
* Was causing issues when lights were out (too bright)
* Added a few more lights to inside of airplane to help see better now that PPVolume was changed
* various UI and copy tweaks/cleanup
* updated key map image (Default Controls/Press Any Key screen)
* fixed/updated mag check for M1014, SDASS Martial & MK46.
* created AGBItem::ClientForceRemoveFromInventory()
* detaches item from what ever it is attached to, which ensures it part of no ones inventory.
* destroys it.
* this is a Client Reliable RPC.
* updated GBPlayerController
* updated SyncLoadoutToTeam() brute force tell the players inventory to go away if they are a client by calling ClientForceRemoveFromInventory() before their owner is cleared.
* removed PrevLoadoutInventoryList due to adding brute force method mentioned above.
* added logic to ensure the same sort of item is equipped after changing loadouts.
* added logic to ensure the previously used firing mode is used again when respawning/leaving RR/changing loadouts.
* updated GBCharacter
* DestroyInventory() now sets ItemAnimationType to 0, which stops the player standing there holding imaginary rifle/handgun if swapping loadout etc.
* updated GetItemsByItemAssetType() to ensure ItemAssetType is valid before using it.
* ensured SetIsReplicatedByDefault(false); is used for GBEjectComponent, GBFrontSightPostComponent, GBRailComponent & GBRailMountComponent
* added PostRepNotifies() overrides to GBRailComponent GBRailMountComponent & GBSightComponen
* their attachment and transform should never be changed by the server anyway.
* updated GBRailAttachment::OnRep_RailAttachmentReplication()
* uses SetRelativeXXX_Direct() instead of SetRelativeTransform() to bring make it similar to default UE4 attachment replication logic.
* Will hide if not attached correctly.
created aGBMuzzleDevice::OnRep_AttachmentReplication() override.
* does not call parent version of the function.
* only attempts to attach with a valid component and socketname.
* uses SetRelativeXXX_Direct() like parent, but with identity values.
* Will hide if not attached correctly.
* updated GBCharacter
* updated DestroyInventory() to change ItemAnimationType = 0 change to only kick in for servers.
* updated PlayDying() to add some randomness to the roll of dropped items.
* updated GBDroppedItem
* fixed clamped velocities (oops)
* tweaked dampening and velocity values.
* updated BP_Character to hook up old pink-mist style blood.

Small update to CTE release #3

We are releasing a quick update to CTE release #3 to address a few important issues... The flashing and missing terrain in Depot and AI settings not actually being loaded/used.

Thanks to everyone helping to find these issues and bring them to our attention.

Here are the detailed changes:
`* Fixed MicroT1 Tall base texture issue
* Fixed issues with Depot landscape that were introduced in latest build
* Removed holiday decorations from the RR
* udpated GBGameMode
* fixed difficulty setting not being parsed correctly when applied via ops board
Thanks goes out to Bus for leading me to discover this issue.
* changed initial Difficulty value to -1 to ensure it will change on first call of SetDifficulty() no matter what.
* changed default value used to read commend line value of Difficulty from 0 to 2 in case custom difficulty is completed messed up.
* updated GBAISettings
* ensured SuppressionRecoveryRate & OnTargetThreshold were being read from config and applied to AI.
* enabled logging to dump current AI settings to log when ever AI difficulty is set.
* udpated AGBCharacter::AddItem() to ensure added items NextInvItem was set to nullptr;`

CTE Update #009: V1032 Testing #3

πŸ†” GROUND BRANCH CTE Build ID: 7948164 (Client) / 7948168 (Dedicated Server)
Download size: 471 MB (Client) / 89 MB (Dedicated Server)
⚠️ NOTICE
These release notes are for the V1032 testing build currently available in the GROUND BRANCH CTE (Community Test Environment) Steam app β€” not to be confused with the actual (and upcoming) V1032 release for the main GROUND BRANCH app.
🚨 CLEAR YOUR OLD FILES
To avoid input and asset conflicts, delete all files/folders located in both of the following locations (copy-paste the path into your File Explorer address bar and hit Enter):

1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
2. Documents\GroundBranch


As we mentioned on Twitter, we have been squashing bugs all holiday season to get some of the most pressing CTE issues ironed out before the new year.

Here's the list of fixes and additions for today's GROUND BRANCH CTE patch:


[h3]Gameplay and customization[/h3]

  • Tweaked leaning to be a lot more useful again. It's a stop-gap solution until we get the rigging/animations figured out properly.
  • Fixed M16A4 not having fire mode selection and mag check capability.
  • Fixed unlimited shotgun reloads.
  • Reoriented dropped item interaction boxes.
  • Adjusted recoil and rate of fire for G3A3 and FAL closer to real-life values.
  • Updated Micro T-2 red dot sight with new models.
  • Added plain button-up shirt with 5 skin choices (icon pending; currently shares plaid shirt icon).
  • Fixed/tweaked various character asset skins and textures.
  • Fixed arm mask clipping too much on some long-sleeve tops.

[h3]Maps and game modes[/h3]

  • Prevented people spawning crazy inter-dimensional AI and players (sorry to spoil the fun).
  • Fixed collision issues on Storage Facility.
  • Fixed lots of lights popping on/off on Run Down.
  • Added light switch boxes to Compound.
  • Fixed Team Elimination game mode.
  • Fixed bad extraction points on Storage Facility's creek (Intel Retrieval).
  • No more rogue Russian gear-wearing bot on Small Town (Intel Retrieval).
  • Intel Retrieval now logs laptop name as well as number so you can find it in the mission editor.
  • Greatly reduced the number of dead bodies sticking around in respawn modes.

[h3]Audio[/h3]

  • Added radio syncing beep audio cues on round start and end.
  • Audio work and fixes done on various maps and weapons.
  • Added crouching SFX.
  • Ambient sounds and sound fixes on Storage Facility.
  • Possible fix for VOIP issue where player input signal is too quiet (may have caused VOIP to be too loud!).
  • Increased sound occlusion for the Ready Room's shooting range.

[h3]Graphics, performance and online replication[/h3]

  • Performance pass on inventory textures (downsized, optimized).
  • Graphical performance passes on Rig and Compound.
  • Tweaked graphics settings (Low/Medium/High/Epic etc.) to try and get those working better.
  • Updated doors to fix long-standing replication bug (doors have different states on client and server).
  • Tentative fix for PiP scopes making areas too bright.
  • Tweaked lighting across all maps to improve consistency and nighttime lighting β€” highlights and shadows should now be less harsh, generally.
  • Disabled eye adaptation.
  • Fixed various clipping issues.
  • Default lens reflection texture changed to better placeholder before it loads in properly.
  • Redid laser dots so all lasers have big bright IR dots in NVG (still a WIP).
  • Changed alternative respawn behavior in Team Elimination from always respawning next to a teammate ("Always Teammate Respawn" option) to always respawning back at the insertion point ("No Teammate Respawn").


[h2]When is V1032 stable coming?[/h2]
We are only 3–4 days away from the new year β€” meaning the stable release for V1032 will not be here before 2022Β as we need this build to get a decent testing period to make sure the fixes work and that nothing else broke in the process. There's plenty more polishing we'd like to do too.

With that being said, with a little luck the official release is not likely to take more than a few weeks. So keep an eye out for game-breakers and fingers crossed!


[hr][/hr]
This has been CTE UPDATE #009!

Thanks for testing V1032 and reporting all those bugs!

To those of you who celebrate it, we hope you enjoyed the holidays. And to all of you supporting and playing GROUND BRANCH: we could not be more grateful. Thank you so much for sticking with us through another year.

Till the next update, and we'll see you in 2022!

[hr][/hr]

[h2]Stay connected[/h2]
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook

CTE Build Update

CTE Build Update
We wanted to try to address some of the bigger(and some smaller) issues as quickly as possible so here is a small update.
* Dedicated Servers will need to be updated

- fixed bug in TeamElimination where it checked for blue deaths when it should have checked for red deaths
- fix in Storage Facility for volume in rear stairwell that prevented bullets passing through
- collision pass on Compound interiors to avoid player stepping up on props
- attachment weird rotations hopefully fixed
- team restrictions crash fix
- SW farmhouse spawn in Compound Uplink mission fixed
- server browser handling of mission variant names is improved
- all maps rebuilt to try and solve texture streaming issues
- infinitely extending loadout save list fixed
- DTAS tweaked to have longer PreRoundWait round stage and additional text at that point to help you get your bearings on spawn in
- dump pouch placement on main menu guys fixed
- leaning limits tweaked (Still heavy WIP)
- Intel Retrieval proximity alert lingers a couple of seconds after you leave the area, and shouldn't trigger after taking laptop
- front sight posts added to M4, M14 EBR Mod1, MK46 Mod 1
- M16 iron sights fixed up
- a pass on doors in Compound to try to avoid AI getting stuck so much
- weapon pick up bug (multiple weapons in hand after pickup) fixed
- camo swatch for ACR rolled shirt Desert Marpat fixed
- after action report (AAR) tweaked to hopefully improve readability, with team names coloured and your team indicated in more places
- team names were wrong way around on match summary tab of AAR - fixed
- shotgun add-on attachment rail now accepts attachments
- placement of MK110K suppressor fixed
- odd texture on Mk25 pistol fixed
- collision inside Storage Facility tunnel walls fixed
- tentative fix to excitedly bouncing AI weapons
- Mk46 animations fixed
- radio bleep cues added on round start and end
- text blip sound reintroduced for round stage text displays
- audio work done on RunDown
- missing default sight on MP7 and M14 EBR fixed

CTE Update #007: V1032 Testing

πŸ†” GROUND BRANCH CTE Build ID: 7850759 (Client) / 7850775 (Dedicated Server)
Download size: 4.7 GB (Client) / 442 MB (Dedicated Server)
⚠️ NOTICE
These release notes are for the V1032 testing build currently available in the GROUND BRANCH CTE (Community Test Environment) Steam app β€” not to be confused with the actual (and upcoming) V1032 release for the main GROUND BRANCH app.
🚨 CLEAR YOUR OLD FILES
To avoid input and asset conflicts, delete all files/folders located in the following locations (copy-paste the path into your File Explorer address bar and hit Enter):

1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
2. Documents\GroundBranch


You're not seeing things: our Community Test Environment (CTE) for version 1032 is finally live!

For anyone arriving now, GROUND BRANCH CTE is a separate Steam app (available to anyone who owns GROUND BRANCH) where we deploy test releases for broad public testing. If you are okay with major bugs and possibly unstable releases, go ahead and install it to start testing and previewing V1032, our upcoming major update.

Before we get on with the change list, let's go over some of the major known issues β€” also known as things that don't need reporting.


Known issues



  • Character assets and item skins are generally a work in progress (WIP). Things like clipping and missing/inaccurate skins are known and expected.
  • Similarly, animations are all WIP and subject to change. Expect bad skeleton behavior here and there (like wonky arms and necks), as well as unfinished implementations like vaulting, ladder climbing and leaning. Issues may be more pronounced in multiplayer.
  • Vaulting will sometimes fail to get the character over an obstacle and resemble a sliding motion.
  • There are still no animations for certain actions, such as jumping. Some actions also use placeholders.
  • Audio stuttering is expected on Run Down and new map Compound.
  • New map Rig is missing sound occlusion and environment-specific gunshot tail sounds and reverb. Those were disabled to temporarily prevent bad audio stuttering.
  • There are currently no footstep sounds for stairs.
  • Weapon stance transitions sound effects are out of sync with the animations.
  • The in-game map tablet is not fully integrated yet, so expect wonkiness.
  • Eyewear may be stuck in view inside the Ready Room when playing online. To make it go away, either hold F near a locker or workbench, or simply deploy to the mission area.
  • When playing online, players who hit the Spectate button after dying will hear a wounded grunt that should be assigned to dying enemy AI only.
  • For those using debug cams for pictures and videos: the "unarmed" pose (weapons slung/holstered) will currently not play the walking animation properly client-side (other players will see it normally online, however). The same applies to the subtle idle animations, which can only be seen on other players while playing online.
  • The Rangefinder's NV mode is currently broken.
  • Picking up items from the ground is fairly bugged and can result in floating and/or unusable items.
  • In the Customize Operator screen, clicking the Save/Load button for any kit column will cause your list of saved kits to be displayed at the bottom of any item selection menu you open later. This bug is cumulative.
  • Weapon attachments may be strangely rotated.
What's new


πŸ’­ The T in CTE is for TestingOur goal with the Community Test Environment is to gather valuable data and feedback from a larger group of players. Needless to say, everything is a work in progress and subject to change.

[h2]Gameplay and mechanics[/h2]

[h2]Mag check[/h2]
You can now hold the Reload button (default R) to estimate the amount of rounds you have in your magazine/belt. You will get a HUD icon that indicates one of the following:

  • Fairly full
  • About half-full/empty
  • Nearly empty
  • Empty

Icons, timings and animations are all subject to change.

[h2]Map Tablet[/h2]
You can now easily figure out where you are in relation to objectives and your teammates (if you have any) by tapping M or selecting the Tablet item in the Equipment menu (4).

The tablet displays the following information:

  • Your location and bearing
  • Your teammates' location
  • Your team's roster
  • Current objectives (as well as relevant markers on the map)
  • The in-game time of day (local time, in the top-right corner)
  • The amount of time remaining to complete your objectives

You may find yourself using the tablet a lot during Intel Retrieval missions.

[h2]New watch modes[/h2]
Your wristwatch has a few new functionalities:

  • In all game modes, a "time remaining" warning will be briefly shown on the watch at 5, 2 and 1 minute(s) remaining.
  • In Intel Retrieval, you can now turn on the "Proximity Alert" mission setting (on the Ops Board) to get a vibrating alert when within 5 meters of the intel device.
  • In the new Dynamic Take and Secure (DTAS), your watch will display DTAS-specific information:

    • Approximate distance to the flag once placed (in meters). Also present in Fox Hunt mode.
    • Direction of the flag once placed (yellow arrow).
    • When in range of the flag as a defender, a green alert will pulse.
    • When in range of the flag as an attacker, a yellow alert will pulse.
    • When the flag is being captured, a red alert will pulse (defenders get no warning of flag captures).

More information about DTAS and Fox Hunt in the Game modes section.

[h2]Beefed up smoke grenades[/h2]
Smoke grenades have been beefed up a bit to give more effective concealment. Performance may suffer if you spam a whole lot of these.

AI can still see through them β€” sorry.

[h2]Team Elements[/h2]
The new Team Elements feature (akin to player squads or fireteams) allows players to assign themselves β€” or be assigned by a server admin β€” to elements within your team for the purpose of aiding in coordination.

Team Elements are displayed in various places as differently colored letters: A, B, C and D, corresponding to elements Alpha, Bravo, Charlie and Delta. To change your Team Element, press Esc and access the Session Roster tab (top menu). Click the letter next to your player name, and choose your new Element.

There will in due course be features such as Element-specific radio channels, but for now you will see different Elements displayed in different colors on the in-game tablet.

[h3]Movement speed[/h3]
Movement speed has been slightly tweaked. We're being deliberately vague here as to not sway anyone β€” try it out for yourself let us know how it feels to you.

[h2]Game mode updates[/h2]

[h3]Intel Retrieval[/h3]
Intel Retrieval has received a major overhaul. Here's what changed:

  • Instead of searching multiple laptops, there is now a single laptop to search and extract.
  • Approximate search areas are described and indicated on the new Ops Board, as well as the new map tablet item.
  • Typically, there will be one true location and one false location, but the number of possible locations can be changed under Mission Parameters.
  • The true laptop location and the extraction point will usually have additional AI guarding and/or patrolling them.
  • Please note that the visual search location circle is approximate, and you should treat the location text as definitive (for example: on Tanker, one search location is "Whole of Deck 3", so search the entire deck rather than just the circle mark).

[h3]Terrorist Hunt[/h3]
Terrorist Hunt has not fundamentally changed, but it benefits from the new AI placement system to ensure less predictable placement and more replayability.

[h3]Dynamic Take and Secure (DTAS)[/h3]
DTAS is an entirely new PvP game mode (actually a recreation of a game mode in the early 2000s UT mod Infiltration) where both teams spawn in a random spot on the map.

The Defenders then have a short amount of time to place a flag, which marks the centre of a capturable zone. The Attackers must capture the zone, by getting a minimum of 2 attackers in range. The defenders can block an attack by getting a minimum of 2 defenders in range.

The Attackers can win by wiping out all defenders; the Defenders can win by killing all but one of the attackers.

Our own Matt "Fatmarrow" Farrow β€” who programmed this game mode β€” created a short video explaining how it all works:

[previewyoutube]https://youtu.be/2kVKXO6jRyo[/previewyoutube]

As with most game modes, admins can tweak several parameters to their liking.

[h3]Fox Hunt[/h3]
Fox Hunt is a further new game mode hidden within DTAS (see above).

When there are insufficient numbers of players on the server to start a DTAS round (by default: 6), the Fox Hunt mode will be engaged.

  • In this mode, one Defender is designated The Asset, and all players will receive an approximate distance (but not bearing) to their position.
  • Attackers win by eliminating The Asset.
  • Defenders win by keeping The Asset safe until time runs out.

A reduced time limit is automatically applied when Fox Hunt mode is engaged.

[h3]Team Elimination[/h3]
This mode remains unchanged, but has been extended with the possibility of player and/or team reinforcements (respawns). This is still an experimental addition. When you die, the game will try to respawn you near a teammate, but will fall back to the additional spawn if necessary (this is to try and mitigate spawn camping in the reinforcements mode).

[h3]Uplink[/h3]
The core gameplay remains the same, but a visible search area is automatically computed (based on the laptop locations) and displayed on the Ops Board.

[h3]Deathmatch[/h3]
This very non-tacticool but classic game mode now allows you to specify a target frag limit or time limit, to allow a winner to be decided.

You can also specify a minimum number of players: if there are fewer human players than this limit, additional AI enemies will be spawned to make up the numbers.

[h3]Training[/h3]
The Camp Peary Training Facility (aka The Farm) has received a couple small updates:

  • The regular shoothouse's targets were repositioned, and many more possible target locations were added.
  • The Ops Board, light switch and Target App screen were moved around a bit for better usability.
  • The Ops Boards received some basic instructions on what to do on The Farm.

[h2]Maps and level design[/h2]

[h3]New maps[/h3]
New maps Compound and Rig are now available. Keep in mind that visuals, performance, audio and design are all an ongoing development.

[h3]Storage Facility overhaul[/h3]
Storage Facility has had an overhaul to add a new industrial area at the top of the hill and a new route down into the tunnels, which have been spruced up and expanded in various ways. The docks area has also been extended.

[h3]Other significant map changes[/h3]

  • Power Station has a new entrance west of the Substation insertion point leading into the tunnels.
  • City's central area was changed to add a new route to the previously "unconquerable" stairwell.
  • Run Down has a new ladder access route down from the roof.
  • New and improved props have been put into various maps, most notably Tanker.
  • Terrain materials have had a "de-tiling" pass.
  • New water has been added to multiple maps.

[h2]Missions and mission editor[/h2]

  • Almost every single mission (i.e. objectives, spawn points, AI placement etc.) has been reworked and the AI slightly tweaked.
  • Certain game modes now allow you to play on sections of a certain map. For example, you can now play Team Elimination on City (Streets) or City (Subway), which are versions of the original City map restricted to the areas above the ground and underground, respectively.
  • The Mission Editor was reworked to be a bit more user-friendly. To access it, type editmission in the console when in a Lone Wolf level. (Please keep in mind however that there is currently a show-stopping bug with object selection and manipulation.)
  • New features in the Mission Editor include laptop-supporting meshes (meshes that automatically spawn with laptops when placed for Intel Retrieval or Uplink), mission meshes (additional meshes that can be placed in a specific mission, e.g. to block line of sight for spawns, or to block players from parts of the level), and mission-blocking volumes (invisible walls to block players from places where they shouldn’t be).
  • Also see the new (and somewhat invaluable) Validate Level command in the file menu.

[h2]Animations[/h2]
Animations have received a major overhaul, most of which is still behind-the-scenes.

  • Reprocessed all character locomotion animations for new skeleton.
  • All weapons have completely remade animations for shooting and weapon manipulation (reloads, fire selector, mag checks etc.).
  • Added camera recoil animations.
  • Reworked weapon positions and transitions.
  • Body part-specific hit and death animations, including extended death animations.
  • First pass on basic ladder climbing (still missing mounting and unmounting).
  • Vaulting now has an associated animation (which is pretty bugged, per the Known issues section).

[h2]Ready Room and UI[/h2]

  • New Ready Room look.
  • The Ops Board has a new layout and map images that emulate drone/satellite imagery.
  • The UI has received a general art pass, and most text is now in a slightly larger font size.
  • Customize Operator screen: new icons and improved item selection menus. Custom item builds are now also colored differently.
  • Mission settings now have an advanced settings category, which is hidden by default on the Lone Wolf and Host Game menus. A brief description of the game mode type is now given on those screens, and the mission selection tiles at the right-hand side now provide a description of the map.
  • Advanced AI Settings are now customizable (again) from the Lone Wolf and Host Game screens, allowing you to edit the various properties of the custom AI difficulty level.
  • If you try to select an OPFOR count over 30 (the recommended maximum), you will get a warning message and the OPFOR count itself will be displayed in red as a performance warning.
  • The After Action Report (AAR) has been overhauled and expanded. Extra tabs with extra info are added when appropriate. For the full set of AAR tabs with custom player and team scoring, check out the DTAS game mode. This may be extended in the future.

[h2]Character and inventory[/h2]

  • New MK14 EBR model based on the Mod 1 variant, replacing the old Mod 2.
  • The new MK46 (Mod 1) light machine gun in 5.56 NATO replaces the old MK48 Mod 0. Suppressor not yet implemented, but on the way.
  • New M4-series and HK416-series models:

    • M4A1 SOPMOD
    • M4A1 Block II
    • M4A1 Block II (FSP)
    • HK416D
    • HK416D CQB
  • All-new character assets:

    • Character heads
    • Outfit and gear items
    • Beard selection currently disabled (still in development)

[h2]AI[/h2]

  • Basic AI behavior remains the same, but some essentially cosmetic changes have been made to their loadouts and callouts (mainly reduced frequency). A more fundamental pass on AI is, of course, still planned.
  • The placement of AI on maps has been overhauled to make it more random, yet still plausible. In Intel Retrieval, AI is now spawned conditionally in some places, so that laptops and extraction zones are more heavily guarded than other areas of the map (which can give you a clue as to the laptop location if you observe carefully).

[h2]Audio[/h2]

  • New reload sounds for all weapons.
  • Audio mix overhaul: adjusted levels of all sounds to make sure gunshots and explosions sound more powerful.
  • Dynamic Range presets (Settings β€Ί Audio):

    • Full: Gunshots and explosions significantly louder than other sounds. Recommended for headphone users.
    • Medium: Recommended for speaker users.
    • Low: Gunshots and explosions aren’t much louder than other sounds. Recommended for speaker users playing at night and for players with impaired hearing.

  • New channels setting: Binaural. Recommended for headphone users for more accurate sound navigation (not recommended for speaker users!).
  • Added water footstep sounds.
  • Pain and death sounds for AI (placeholders, consistent with current voice lines by Daeln Murphy).

[h2]Admin[/h2]

  • New command admin motd will broadcast the server MOTD (message of the day) to all players on the server.
  • The admin resurrect command has been altered to respawn players at their death location always (rather than where they might be spectating, if their body has disappeared). A new admin resurrect all version is available, which does what it says on the tin.
  • New command admin resurrectnear (also accessible as admin resnear) will respawn players in the vicinity of a teammate rather than where they died. You can also add 'all' to the end of either command (e.g. admin resnear all) to resurrect all players in the vicinity a teammate.


[hr][/hr]
This has been CTE UPDATE #007!

We're sure there's plenty we forgot to add here, so if you have any questions or would like to point out any glaring omissions, leave us a comment or reach out via social media with the links below. As always, thank you for your continued support and we hope you enjoy this test build!

[hr][/hr]

[h2]Stay connected[/h2]
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook