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Intel Report #015: First V1034 Preview

Hey, everyone!

The Dev Blog is back with Intel Report #015, where we cover the first news for upcoming release V1034, as well as other dev team-related updates.

Let’s get straight to it.

New level designer

We’re officially welcoming Elliot Burgess — a level designer and environmental artist with credits including Rising Storm 2: Vietnam and more recently Ready or Not — into the BlackFoot Studios team!

💡 Elliot is currently busy with early work on a new map called Ranch. If you have any guesses, drop it in the comments.
Female characters finally arriving in V1034

The first implementation of female characters, which have long been in the works, is fully confirmed to be in upcoming release V1034.

🚺 Some might recall that tactical shooter trailblazers Rainbow Six and Ghost Recon featured female operators all the way back in 1998 and 2001, respectively, and we are proud to maintain this tradition.

Because female characters are directly derived from the male counterparts, a lot of things remain to be re-fitted and may look janky, but we’re getting there.

As previously mentioned on the Steam forums and our Discord, there will be no significant gameplay benefits or drawbacks based on the sex of the character.

Hairy ops

Our female operators wouldn’t be complete without some more authentic hairstyle options than a shaved head, so we’re finally bringing in a few ‘dos that will add an extra layer of customization — as well as some much needed variety — to all characters.

Here are a few samples:



Hairstyles would be a relatively simple thing to implement if it weren’t for all the headgear options: anything that isn’t a close buzzcut can cause clipping with hats, headsets and even helmets. The clipping requires various areas of different hairstyles to be “masked out” and programmed to be hidden only when combined with certain headgear items.

All of that takes a considerable amount of time, which is why we’re unsure just how many (or which) hairstyles will make it into V1034. But rest assured that they will all be making their way into the game eventually!

More characters on the way

In addition to the existing 5 male characters and the previously showcased 5 female characters, contractor Pau Peñalver has created 2 new characters that will also be featured in V1034. Both were inspired by typically Middle Eastern and Mediterranean features:



Kicking up the kickback

Up until V1033, recoil animation was restricted to the weapon itself kicking back and up, with some minor secondary arm movement derived only from the hands being attached to it.

For V1034, our animator Mike is upgrading recoil with more secondary movements, which now include the head and upper body reacting to the kick.

💡 This iteration simply adds secondary animations: the actual recoil and underlying system will be upgraded at a later point to both look and feel more realistic.

This first pass will add 5 types or levels of recoil that correspond to: handguns have a 9 mm and a .45 recoil, most primary weapons have a “light”, “medium” and “heavy” recoil depending on caliber, and both machine guns have unique recoils — with the PKM being closer to the “heavy” recoil, and the MK46 to the “medium” one.

[previewyoutube][/previewyoutube]
[h3]🏃 Motion capture[/h3]
This week, Mike is also recording motion capture (mocap) for prone, weapon transitions (e.g. changing from primary to secondary and vice-versa), a new sprint, and some other assorted movements that are all expected to make V1034. Fingers crossed!
New muzzle VFX

VFX artist Charles has spent the last couple of months refining the particles for muzzle effects, in special smoke and flash, while also adding some smaller details here and there. Muzzles will also generate more unique particles based on what type of weapon and muzzle device is being used.

[previewyoutube][/previewyoutube]
🌫️ Next stop for Charles is smoke grenades.
Armory additions

We can confirm two new weapons for V1034 so far: the Galil ARM squad automatic weapon (5.56 NATO, 35-round magazine) and the SA58 OSW battle rifle (7.62 NATO, 20-round magazine).



Our partners have also built a new (and more typical) FAL, which will be replacing both the placeholder FAL Tactical (which was standing in for the SA58 OSW) and the FAL Vintage (a stand-in for a more old-school FAL).

New FAL model, seen here with optional top rail attachment

We also have an AUG A1 in its early stages. We wanted to offer modders a template for a bullpup weapon, and though bullpups aren’t very common in modern battlefields, the AUG is one of the more common types out there.

The AUG A1 will not be in V1034, as Mike's to-do list is very much packed already — meaning no time to animate it. We just thought you'd like to know it's on the way.
Small Town update

Another classic GROUND BRANCH map has received a makeover by environment artist Will Bullen: MOUT training site Small Town.

This is less of a major overhaul (à la Depot) and more of a visual update to get it more in line with newer maps. It also officially establishes the map as a training site, linking it visually with The Farm.

💡 The layout for V1034's Small Town remains mostly unchanged.
Locking down the range

Per community request, server admins will be able to disable the Ready Room’s shooting range in V1034. Enabling this server option will add a locked gate to the entrance:



Quick note on AI progress

Enemy AI has been moved over to the Kythera AI middleware, with immediate upgrades in both pathfinding and cover usage. We’ll be showing more once things are less under-the-hood and more visible to the player.

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This is it for today’s Intel Report!

As always, we’re incredibly grateful for everyone’s continued support through GROUND BRANCH’s development. We’ll keep working hard on the update.

We’ll have a new report for you next month, so stay tuned. See ya then!

Build Update #045: Small hotfix for V1033.2

We wanted to get out a quick hotfix for a few gameplay issues introduced in the V1033.2 release from a few days ago.

CONTROLLER SUPPORT
  • created controllers icons for Gamepad_LeftX, Gamepad_LeftY, Gamepad_RightX & Gamepad_RightY
  • updated DefaultInput.ini
    • ensured controller shift and ctrl modifiers are bound.
    • ensured default controller bindings that use modifiers only use the shift and ctrl modifiers by defaults.
  • updated widgets related to key and controller binding
    • added input events to catch mouse, gamepad left stick and face button down key events.
    • now be possible to bind to mouseX/Y, left stick X/Y and A button again.
    • ensured "Unbound" is displayed instead of "None" for a key that is not bound.
    • updated bind overlays to set the existing key so that cancelling out shows a valid key instead of unbound.
    • updated game pad bind overlay to hide modifiers that are not currently bound to a button.
    • added "X to cancel" message when binding buttons.
    • added warning dialogue that pops up if a controller modifier is cleared while still in use.


GAMEPLAY
  • fixed bad laptop on aircraft stairs in SE apron in 747 Intel Retrieval
  • added warning to kit restrictions UI to inform users that skins may additionally be permitted for fallback items defined in default loadout .kit files
  • updated text for kit restrictions warning about default loadout files
  • rejigged admin kit restrictions widget again to fix some text and change tooltip to GB version


As always, please let us know if and when issues arise and thank you for your continued support!

Build Update #044: Patch V1033.2

BUILD UPDATE #044: Patch V1033.2
Patch V1033.2 is now available, and (barring any subsequent hotfixes if needed) we anticipate that this is the last update for 1033. We've squashed lots of bugs, made tweaks in a lot of areas, and put things generally in order until the next update. Apologies if we didn't get round to fixing everything, but we will have another pass in V1034.

We are now turning our attention full-time to version 1034, which will have some exciting new features. See the #roadmap for more details (subject to change, as always). We will be in touch about that in due course!

[h3]⛔ IMPORTANT: Clear your old config files[/h3]
If you are coming from V1032, have not played V1033 in a while, or are having issues with settings/graphics/audio, you need to delete all contents in the following locations (copy-paste these paths into your File Explorer address bar and hit Enter):
  1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
  2. Documents\GroundBranch
⚠️ Not doing so will cause various asset and input issues in your game, and may impact performance.


Patch notes


MAPS
  • 747
    - Small optimization combining meshes in 747 interior
    - Updated audio volumes
    - Cleaned up a lot of Distance Field visual junk in 747 (plane interior)
    - Added skylight adjustment volumes to plane for more consistent interior lighting (night vs day)
    - Fixed issue with Power Station generator light not working with attached switch
  • City
    - Fixed City subway light switch not working
    - Fixed double window pane
  • Enabled 'Affect Translucent Lighting' in lights for better vfx illumination
  • Docks
    - Fixed issue in Intel Retrieval where sometimes only 8 spawns would be available
  • Storage Facility
    - Fixed missing collision exploit
  • Tanker
    - Fixed issue in Intel Retrieval where only 8 spawns were available


GAMEPLAY/SYSTEMS
  • Added fallback system for kit restrictions (shirt, pants and footwear now need a fallback skin defined)
  • Rejigged inventory management system to fix some bugs and make inventory setting smoother internally
  • Thrown grenades no longer block doors once they stop moving
  • Replaced loading screen system with more robust and hopefully more bug-free system
  • Internal changes relating to pouch handling to make more robust and to handle skins more consistently
  • Removed a lot of debug logging


GRAPHICS
  • Changed foliage.MinLOD to prevent trees from only showing the flat billboard up close, regardless of setting
  • Fixed improper texture setting in base vehicle glass material
  • Fixed front wheel that was inverted on Ural truck
  • Rejigged the skylight override system (used in Storage Facility, Rundown and 747) for more consistent lighting results


INVENTORY / ANIMATION
  • Removed erroneous dump pouches from various .kit files
  • Fixed MK17 rate of fire (from 750 to 600)
  • Fixed magnifier not being placable in front of an iron sight
  • Updated logic regarding red dots and front sights posts (some red dots will work if they are similar in height to the front sight post)
  • Fixed SVD bolt not animating properly
  • Fixed bullets showing through magazines
  • Default item builds (weapons, vests, etc) updated across the board
  • Fixed M24 looping ejection FX
  • Fixed M24 floating shells during reload / bolt rack
  • Fixed shadow not showing up for NVG mount
  • Fixed some bad json syntax in default loadouts


CONTROLS
  • Created dedicated keybind/hotkey for the IR Illuminator (AN/PEQ-15): default key is 8, but we recommend setting it to a mouse button if available
  • Ensured that all Keyboard/Mouse keybinds were also available under the Controller tab (Settings › Controls)
  • Fixed hard coded bindings to controller modifiers
  • Fixed bad controller modifier action names
  • Fixed missing controller icons for left/right stick movements


UI
  • Added UI to indicate to players when kit restrictions have invalidated parts of their loadout
  • More info on kit restrictions displayed in character editor
  • Minor UI cleanup/style pass (location/time/night conditions section in TOD dialog, restricted items dialog content)
  • Added legend to inventory bar to inform players of how to close it (RMB), and minor style tweaks
  • Updated controls screen:
    - Added IR Illuminator keybind
    - Minor text tweaks to a few keybinds for extra info/clarity (e.g. reticle brightness also controlling illuminator mode)
    - Added gamepad binds for actions that were only listed under KB/M
    - Increased size of keybind icons
    - Added minimum height to bind entries to prevent the lack of an icon from collapsing the height
    - Changed color and style of the "None" entry
  • Repositioned spectator overlay options to be a little higher on the screen so it's harder to miss
  • Added/updated mission selection thumbnails for most maps
  • Attempting to change a local player element via the server player list should also work for admins in all cases
  • New entry in credits for Rangda (Additional Media)
  • Changed default MaxChatMessages from 12 to 10 and default ChatDisplayTime from 15 to 10


VFX
  • Muzzle particle effects (smoke, casings, etc) switched to Niagara system and tweaked some more
  • Updated non-9mm based firearms to either use 45ACP or 556 as their shell impact type
  • Made sunlight and moonlight affect translucent lighting, for better smoke and other vfx lighting
  • Disabled the emitters for the muzzle shockwave (which kicks up secondary dust)
  • Stun effect reworked, hopefully also fixing audio issues


SOUND
  • Some native UE4 sound calls moved to wwise
  • Updated reverb for weapons
  • Fixed missing scope zoom sound
  • Tentative bug fixes relating to audio bank manager
  • Miscellaneous minor audio tweaks
  • Tweaked footsteps
  • Fixed missing weapons bank for Farm


[hr][/hr]

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

Build Update #043: Patch V1033.1 Hotfix 2

Build Update #043 is another hotfix update for V1033.

More fixes are on the way, but we didn't want to hold these back while the rest is being worked on — so keep reading for today's patch notes, and expect further updates before we wrap up V1033 for good!


[h3]⛔ IMPORTANT: Clear your old config files[/h3]
If you are coming from V1032, have not played V1033 in a while, or are having issues with settings/graphics/audio, you need to delete all contents in the following locations (copy-paste these paths into your File Explorer address bar and hit Enter):
  1. %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
  2. Documents\GroundBranch
⚠️ Not doing so will cause various asset and input issues in your game, and may impact performance.


Patch notes


💡 The various skylight override changes should more reliably prevent enemy AI from visually detecting players in the dark.

[h2]Map fixes[/h2]

[h3]747[/h3]

  • Fixed a few distance field rendering issues
  • Added skylight override volume to plane and boosted skylight levels, so plane now darker inside but with softer shadows outside

[h3]City[/h3]

  • Fixed bad material setting for some traffic barrels that made them black while in shadow
  • Cleaned up some meshes culling out to early
  • Fixed issues with some meshes that got shifted

[h3]Depot[/h3]

  • Fixed hallway spatial volume bug
  • Fixed a few meshes culling too early in compound area
  • Fixed a bush type using its billboard as the base mesh on lowest foliage settings

[h3]Docks[/h3]

  • Fixed not being able to enter a clearly open building due to using wrong concrete edging
  • Removed nav links that were added erroneously to entrance ways of same building
  • Tagged roller doors as no cover, as some were being considered as valid cover when they should not be
  • Tweaked navmesh and updated cover
  • Cleaned up perimeter collision

[h3]Small Town[/h3]

  • Tweaked audio: updated audio volumes and added proper sound portals to windows

[h3]Storage Facility[/h3]

  • Fixed Terrorist Hunt mission to fix some bad AI spawns and guard points
  • Changed skylight overrides so tunnel now has zero skylight, so it's pitch black even with NVG both day and night
  • Fixed a bush type using its billboard as the base mesh on lowest foliage settings

[h3]Tanker[/h3]

  • Fixed missing geo in interior doorframe


[h2]Other fixes and changes[/h2]
  • Fixed AN/PEQ-15 IR Illuminator setting the laser variable instead of illuminator variable
  • Fixed crash caused by invalid date in EncodeTimeOfDayDateString() (now validates date before attempting to use and returns mock date if invalid)
  • Tentative crash fix in gamemode Lua package
  • Tentative crash fix relating to timers firing after world has changed
  • Improved handling of vectors from Lua
  • Tidying up various Lua libraries
  • Fixed missing MK46 sounds
  • Fixed missing bones in skinning for MK18 and HK416 CQB that was causing a crash
  • Updated door blueprint to ensure acoustic portals are opened/closed when door is reset or destroyed
  • Fixed small bug in Terrorist Hunt and Intel Retrieval game modes when bum rush timer is called with 0 AI or 0 players alive
  • Completely overhauled skylight override BP to take into account need to call SetMinLightLevel() for all players and AI on server
  • Removed dog barks from Main Menu


[hr][/hr]

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

Reminder: GROUND BRANCH is 30% OFF on the Steam Spring Sale!

Hey all,

Just another friendly reminder that GROUND BRANCH is 30% OFF on the Steam Spring Sale until March 23rd, which means you have less than 3 days to either grab your first copy, some extra gift keys, or simply let your friends that don't own GB yet know about the sale.

https://store.steampowered.com/app/16900/GROUND_BRANCH/

[h3]💛 Consider buying from the GROUNDBRANCH.com store![/h3]
Please consider grabbing your discount key straight from our website so we get the full cut of the sale! Head over to the GB Store and use code SPRING2023 at the checkout.

› Please note our store requires a PayPal account and is USD-only, so there's no regional pricing.

This is our last planned sale while Early Access lasts, so this is as cheap as the game will get for the foreseeable future. Remember your support keeps the development of GROUND BRANCH going!

Have a great week!