› NOTE: All dedicated servers must be updated to work with the current build.
› NOTE: Some Controls/Gameplay settings have been reset with this build. You will also need to set your Player Name again.
› The Center of Mass Bone parameter (which defines what part of the character model the A.I. bots aim for) has 3 "b_Spine" options: b_Spine is closer to the hip, b_Spine2 is near the neck, and b_Spine1 is in between those two points.
› Want to disable the deliberate miss property entirely? Simply set DeliberateMissTime to 0 (zero).
› NOTE: All dedicated servers must be updated to work with the current build. ‹
Before we move on to this update's highlights and full patch notes: Make sure you're staying updated on GB news, previews, discussions, special offers and giveaways by following our social accounts and joining our Discord if you haven't already. That way you stay in touch with us and the community, and help our online presence grow—and that's always great for GROUND BRANCH.
› The new A.I. is implemented on all Terrorist Hunt-compatible maps!
NOTE: All dedicated servers must be updated to work with the newest build.
NOTE: All dedicated servers must be updated to work with the newest build.
NOTE: All dedicated servers must be updated to work with the newest build.
NOTE: All dedicated servers must be updated to work with the newest build!
NOTE: All servers must be updated to work with the newest build.
Client-side hit registration works by creating a client-side bullet for the local player. If the client-side bullet hits another player, information about the impact is sent to the server for verification. For the server to be able to verify the impact, it keeps a short history of previous player positions and other relevant data.
Once the impact info makes it to the server, it is checked against this history based on the delay between server and client. If the info received is found to match up, damage from the impact is applied. If not, the impact is ignored. In the case of co-op vs. AI, we have chosen to skip this test and simply "believe" the client. In the case of PvP [adversarial], it will always verify.
The sound design rework will be pushed to the game in phases. Right now, my main priority is weapon sound effects. I'm focusing on making them aggressive, loud and punchy while keeping them as realistic as possible at the same time.