BROKE PROTOCOL - CylinderStudios

The Armor Update: Part 2
Part 2 of a larger armor/vehicle rework for Broke Protocol. Same internal version number so update is not required but highly recommended for both servers and clients.
1.44 Part 2 Changelog
Game Changes:
  • Added moddable HUDs for vehicles
  • Tanks now have have a HUD with live data
  • Fixed Placeable weapons not being able to fire (Thanks Plasma)
  • Hide Equipment Bar when menus open to prevent conflicts
  • Fixed Offline Favorite servers not interactable
  • Fixed all white item preview for some entities
  • Remove some old UI hacks
  • Update Pathfinding library
  • Update Unity Engine to latest
  • Physics change to prevent collider tunneling
API Changes
  • New per-seat custom UIs for vehicles
Thanks everyone, this completes most of what I wanted to achieve for BP. Look for the game on itch.io soon :)
BROKE PROTOCOL - CylinderStudios

The Armor Update: Part 1
Part 1 of a larger armor/vehicle rework for Broke Protocol. I don't have much to say here. Love working on this game.
1.44 Changelog
Game Changes:
  • New per-seat weapon sets and view angles supported
  • Seat positions can now be parented under other objects like turrets
  • New TroopCarMG variants with mounted MG
  • Main battle tanks now have mounted MGs
  • Fixed some turret desync
  • Fixed some Alt-Fire issues
  • Fixed packet spam with flashlights/shields (thanks V-Skies)
  • Fixed some World Builder item previews
  • Added new movable gunner stance for seats
  • View angle limits on many vehicles improved/standardized
  • Fixed AI bypassing view limits
  • AI can now fire as passenger using guns or weapon mounts
  • Fixed furniture removal hack (thanks Alek)
  • Fixed some broken action menu buttons on furniture
  • Fixed Light items’ activation tied to day/night cycle (thanks V-Skies)
  • Updated Pathfinding library
  • Fixed keybind conflict with Voice and Drop (now J as in Jrop)
  • Minor Default/War map updates for new vehicles
  • Fixed broken map loading if a Place has no static objects
  • Remove some old test logging
API Changes
  • Many weapon functions now take a seatIndex parameter (player.seat)
  • ShMountable.GetWeaponVector() => GetWeaponForward(int seatIndex)
  • ShMountable.HasWeapons => HasWeaponSet(int seatIndex)
  • ShEntity.Ground => ShEntity.GetGround()
  • ShPlayer.IsMount(...) => ShPlayer.IsControlledMount(...)
  • New ShPlayer.ViewAngleLimit => View angle limit for mount/seat/self
  • New ShPlayer.CanFire()
  • New ShPlayer.CanAltFire()
Mod Updates

FIREARM PACK
The renowned FIREARM PACK by sensitisation just updated. That's 45 quality weapon overrides for base weapons.

Part 2 coming later!
BROKE PROTOCOL - CylinderStudios
Small update for clients. Steps to use new inventories:
  1. Drag
  2. Drop
  3. Wallah

Change Log
Game Changes:
  • New Drag and Drop support for all inventory screens
  • Keybinds Added for Equipment and Health (G + H)
  • Alert, Chat Mode, and Chat History default keybinds changed
  • Unity Engine to latest
API Changes
  • ShEntity.Ground -> ShEntity.GetGround()
Nov 12, 2024
BROKE PROTOCOL - CylinderStudios

The Ambience Update Release
I’m excited to announce that the Ambience Update is now live, bringing enhanced dynamics in lighting and weather to Broke Protocol. This update introduces a darker tone and more realistic effects, creating a richer and more immersive experience. Many of these changes are backported from another project, with more improvements on the horizon. Here are the details:

Dynamic Lighting

Servers will now feel significantly different depending on the time of day. With all platforms now using the same shading model, I can finally introduce dynamic lighting that is consistent for everyone. Nights will be much darker, with streetlights and cars illuminating the roadways. Servers can adjust light intensities using new lighting commands, ensuring maps are well-lit.

New Weather Effects

Weather is now more dynamic, featuring windswept rain and lightning effects. Enhanced particle effects and bright flashes accompany lightning strikes, which are synchronized for all players. This can be crucial for stealth gameplay. Future updates may include snow and ground slickness shaders.

UI Improvements

The UI has received major enhancements. You’ll notice a new background scene for visual appeal, and the server list is now more responsive. Servers are rendered immediately while being pinged and sorted in the background. I’ve added color-coded labels for easier readability and a new feature to highlight ‘Featured’ servers, prioritizing well-developed servers with higher rankings.

Other Updates

Version 1.43 includes numerous fixes, particularly for static mesh rendering on servers using custom map objects. This is the first release on the full Unity 6 engine build, so we encourage all modders to upgrade their projects and review the API changes below.

Here’s the full Ambience Update changelog:

v1.43 Ambience Update Changelog
Game Changes:
  • New rain and lightning particles
  • Removed floods
  • Dynamic lighting changes based on time of day and destruction
  • Darker nights with better ambient lighting
  • New environment commands: /MainIntensity and /AmbientIntensity
  • Visual weapon recoil now depends on zoom level
  • New main menu scene
  • Added custom styled display for featured servers
  • Optimizations on server load/join
  • Server Browser displays immediately while pinging in background
  • Minor UI improvements and color-coding
  • Translation updates (thanks Blueberry)
  • Fixed some errors with Deformable components
  • Minor road mesh fix
  • Minor World Builder UI adjustments
  • Fixed static object mods not spawning in-game
  • Some particle effect fixes
  • Update to latest Unity engine version and packages

API Changes
See you!

-Benz

Official Discord
Sep 29, 2024
BROKE PROTOCOL - CylinderStudios
Small Update for UI and Builder. And the game is now free for all! Please share with any communities that might be interested :)
Hotfix 6 Changes
  • UI transparency fixes
  • Server list spacing fix
  • Added confirmation before loading new World Builder level
  • Added map marker example to BPResources
BROKE PROTOCOL - CylinderStudios
Sup guys,

I'm thrilled to announce that Broke Protocol will soon be available to everyone for free! This transition marks a new chapter in BP, and I'm excited to share it with you all.



What's Happening?
  • Broke Protocol is becoming 100% free
  • The transition process with Valve is underway
  • This announcement serves as a courtesy notice for potential buyers
Recent Updates
For those who haven't visited lately, you've missed out! Here are some of the most recent additions:
  • New deform and destruction effects
  • Expanded modding capabilities: Custom HUDs and menu overhauls
  • Support for trucks, trailers, and trains
  • Level streaming for unlimited map sizes
Why Go Free?
I believe in Broke Protocol's immense potential as a modding platform. By removing the price barrier, we might be able to reach more creators and players, showcasing the game's powerful and comprehensive modding framework—arguably the most complete in current sandbox games.

The Future of Broke Protocol
Rest assured, my commitment to Broke Protocol remains strong:
  • Continued updates, features, and content
  • TheUnishark, a well-known BP modder, now helping develop
  • Plans include rework of UI, controls, world builder, character customization, vehicle damage, and even weather effects
Join the Gang
Whether you're a long-time player or new to Broke Protocol, I invite you to be part of this exciting new phase. Help me spread the word and grow the game and thank you for your continued support.

Join the Official Discord Server

Spoiler: A standalone game.zip is already available on the BP Download page.

See ya!
Benz
Sep 11, 2024
BROKE PROTOCOL - CylinderStudios
Apartment loading bugs fixed. Recommend both servers and clients update.
BROKE PROTOCOL - CylinderStudios

The Optimization Update Release
The Optimization update releases today and it’s more than just a code cleanup. There are very powerful new features for map and mod authors, server customization, new effects, and support for virtually unlimited map sizes. Let’s cover how these new features will affect the future of Broke Protocol and modding.

Client Level Streaming

Client level streaming has finally been added to Broke Protocol. This is the feature in most open-world games that loads and unload parts of the level based on distance. This is all done automatically to save memory on lower end devices but as a bonus it means that map authors can create absolutely gargantuan maps without concern for memory or rendering limitations even on mobile.

Full UI and HUD Modding

HUD and full UI modding is now here. Previously missing UI assets are now in the BPResources modding package so modders can create, style, and customize any part of the UI and even the HUD now. You can even add your own elements for scripting with the server Interface API. There’s been API updates and fixes for Element lookups and Cursor handling too if you check the API changes below.

Destructible Effects

Some new Effects have been added that can be modded as well. Destructible objects can now spawn any kind of gameobject or particle system when they break. There are some built in effects for selection but these can be fully modded with custom assets and particle systems. Another step in making the world feel more reactive.

Other Updates

Tons of other fixes and improvements made it in for this release. You’ll find AI improvements, World Builder fixes, Thai Language rendering corrected, and a lot more.

Here’s the full Optimization Update changelog:

v1.42 Optimization Update Changelog
  • Game Changes:
  • Client-side level streaming added (based on Render Distance)
  • New Destroy Effects added for modding
  • Destroy effects added to light poles and fire hydrants
  • Fully moddable HUD added to BPResources
  • Thai language rendering fix
  • Sync permissions to clients when groups file changes
  • Optimized game memory usage
  • Improved logging for failure to find UI Elements
  • Fixed some Input limitations when Cursor is active, etc.
  • Laser behavior changed (WIP)
  • Attempt to fix a UI element loading error with Android AssetBundles
  • Fix for broken Action Menus requiring Disconnect/Rejoin
  • All NPCs can be knocked out and will recover after a while
  • Fixed broken AI when chasing airborne targets
  • Improved player ground detection and physics on some surfaces
  • Catch a client error related to Deformable components
  • Cloud positions now randomized
  • Added static camera limits due to culling
  • More unified Asset snapshot preview lighting for built-in and custom assets
  • World Builder fix for events and other string data getting lost
  • World Builder fix when adding prefabs with ‘Select Object’ active
  • World Builder fixes for item selection and spawning
  • Fix for strange item bounds in asset snapshots (thumbnails)
  • Fix RegisterMenu sometimes showing stale data
  • Fixed UI QuerySelector to work on paths with mixed types
  • Voice Chat library updated and rebuilt with better settings
  • Updated game engine and packages
  • Fixed missing face on stair mesh
  • More UI modding capabilities (see API changes)
  • API Changes
  • Default menus will try to clone Custom UIs with the same UXML name if available
  • svPlayer.VisualElementCursorVisibility(string elementName)
  • Binds cursor visibility to a VisualElement
  • Disables Cursor automatically when element destroyed
  • SvPlayer.randomSpawn moved to GameSourceEntity type
  • EntityCollections.RandomNPC returns any NPC now, not just randomSpawns
  • Added SvPlayer.ResetPath() to clear pathing data
  • Added SvPlayer.LookTarget() for aiming/shooting at target separate from movement
  • SvManager.Instance.AddNewEntityExisting(..)
  • respawnable parameter no longer optional
  • SvPlayer.PlayerData removed
  • Use SvPlayer.CustomData directly
  • Sector -> NetSector
  • sectorRange -> netSectorRange
  • visibleRange -> netVisibleRange
  • visibleRangeSqr -> netVisibleRangeSqr
  • manhattanRange -> netPerpendicularRange
  • Some Sector methods removed
  • Reimplemented in GameSource where needed

API Changes
See you!

-Benz

Official Discord
BROKE PROTOCOL - CylinderStudios
Small update pushed to Steam for modders with a fixed BPResources.unitypackage.
  • Fixed selective builds In AssetBundleBrowser
  • Fixed display error when 0 defined AssetBundles
Jul 27, 2024
BROKE PROTOCOL - CylinderStudios

The Immersion Update Release
BP has been in development for almost a decade (imagine). Sometimes it’s important to take a step back and see where the game could be elevated to modern standards. And immersion is one aspect I want to pay attention to over the next few updates. First steps are better damage and camera animations. So, let’s get into the nitty gritty of The Immersion Update 1.41.

Vehicle Deformation
Vertex damage is now a part of all vehicle damage models. It’s a simple and effective trick all the way from GTA4 (or Mafia if you remember). This allows full deformation of vehicles including boats and aircraft depending on damage levels. It’s fully compatible with published mods too. The first implementation is a rather simple effect but will likely be updated and improved over time, so feedback is welcome.

Camera Animations
Until now, players seemed to glide over surfaces as if skating on ice. Camera animations now add an extra bit of dimension to player movement. Bobbing and rolling in reaction to movement adds some immersion. And camera offsets during reloading does make it feel more gripping. More camera effects to come so keep an eye on this.

Muzzle Flashes
The first-person perspective always had issues with effects and animations due to the layered camera implementation in BP. This has been improved with effects now better synced even when aiming down sights. Just want to give a heads up for future work in this area including better camera shake, recoil, and realistic holo sight/scope shaders.

Hit Effects
Hit effects are no longer obnoxious and repetitive. There’s a few different audio and particle effects that now have better volume leveling. The hit effects finally take the hit surface into account. More surface tags are planned for custom effects on wood, glass, etc. Laters Ricochet.wav, you won’t be missed.

Post Processing
1.41 finally fixes the broken post-processing effects from the last update. This means mods like BP Graphics Client are fully functional again (link on Discord). Other parameters for lighting and shadows have been improved with community feedback. More to come on visuals as well so look out for upcoming updates.

Finally, Modders please check the API additions below for some useful functionality especially relating to custom UIs.

Here’s the full UI Update changelog:

v1.41 Immersion Update Changelog
Game Changes:
  • New vehicle vertex damage / deformation
  • Added head bobbing and other camera animations
  • Fixed broken Post-Processing effects
  • Improved some light/shadow settings (Thanks TheUnishark)
  • New Indonesian Language support (Thanks SARA)
  • Fixed World Builder snapping increment broken in some cultures
  • World Builder Inventory selection improved
  • Fixed bullet spam exploits (Thanks unitazer)
  • Added ramp colliders on some stairs
  • Reduced server load on player connection
  • Some Standard Assets moved to BPResources Export
  • More safety checks on BPA asset building and loading
  • Can now selectively build BPA’s with right click
  • Fixed vehicles respawning in strange positions when they shouldn’t
  • Replaced Unity package with official Newtonsoft Json.Net plugin
  • Fixed some bad environment tiling at odd render distances
  • Disabled random spawns for most Default interiors
  • Fixed some bad light/flare rendering in First-person
  • Fixed hit reg being delayed by a frame
  • Added velocity requirement before deploying parachutes
  • Fixed and simplified some incremental reload logic
  • New bp.camera permission for camera switching controls
  • Input menu minor layout change
  • Fix errors when setting Animator parameters without SyncAnimator
  • New hit effects/audio depending on surface hit
  • Fixed action menu sometimes breaking/disappearing
  • Unity Engine upgrade to latest
API Changes
  • VisualElement API functions accept complex paths for element lookups now
  • “parent/descendant..” for descendants
  • “parent>child..” for immediate children
  • “.class” selectors supported now
  • Can combine descendant/child/name/class lookups in a path
  • Remove any previous Newtonsoft Json Unity Package (new BPResources has one)
  • Remove old AssetBundleBrowser directory (new BPResources has V3)
  • Moved some DamageSource / DamageSourceMap types to GameSource
  • ShGun.reloading now public
  • Added ShPlayer.OnFoot property (true for InWater too
API Changes

See you!
-Benz

Official Discord
...

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