❓How do I join the open testing?Please see this post for details and instructions.
❓Not sure how to join the open testing?See this post and start testing V1033 today!
Here's the changelog:⚠️ Crash reports needed!We have identified various random crashes that may or may not be related to changes specific to this patch. Your reports can help us zero in on the sources of the crashes to get them fixed ASAP — but we won't know how widespread or common they are without releasing the patch and getting more players testing.
So please be patient and report in your crashes (using the UE4 crash reporting tool that pops up immediately upon crashing to desktop) if you come across any. With all the data, a fix is likely to come very soon. Thank you!
❓Not sure how to join the open testing?See this post and start testing V1033 today!
⚠️ ROUGH RELEASE AHEAD!
Please keep in mind this release is unfinished and prone to issues. We'll list known bugs further down this post.
⛔ IMPORTANT: CLEAR YOUR OLD FILES
Please make sure to delete all contents in the following locations (copy-paste the path into your File Explorer address bar and hit Enter to be taken there):
1️⃣ %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
2️⃣ Documents\GroundBranch
Not doing so will cause various asset and input issues in your game.
💡 DEDICATED SERVER OWNERS:
To migrate your dedicated server to the Community Test branch, follow the same steps on your DS install.
🚧 Skins are a work in progress (and so is everything else)For V1033, we'll be prioritizing making the existing skins consistent, but we'll still be adding a few new ones here and there for the actual release. Needless to say, we'll keep adding and tweaking them throughout development.
🚀 We're quickly approaching our release target for V1033 — the end of the year. As a result, this Intel Report (#014) will be the last one until the release, so that we can fully focus on the update itself.Before we lock into release mode, let’s get on with the dev news and showcases for this month.
👥 Audio goes on: Zack Regan, introduced in Intel Report #011, is taking up Mik's sound designer/engineer mantle.
💥 The muzzle flash effects are being created in various sizes and shapes to both offer visual diversity and fit the various weapons in the game.Charles has also setup an initial implementation for muzzle blast effects — more specifically, the dust raised from certain surfaces when hit by the shockwave created by the proximity with a shooting gun:
🥒 This section is largely brought to you by the same guy making all of this cool stuff: Matt "Fatmarrow" Farrow.The handling of custom item builds in the Customize Operator screen has been given some love. We know you like your custom builds, but browsing them can quickly become quite unwieldy. So we made a change whereby when you open the item browser, custom builds are initially “stacked” under the default item. Click on the stack, and it will expand to display all your custom builds:
🔣 Don't like the build names or abbreviations the game gives you? Write your own mutator to provide your own naming scheme!
🧭 Kris has also been at work with V1033 AI to improve door and ladder navigation, to prevent (or at least reduce) instances of bots grouping up and getting stuck in them.
💡 We'll continue to expand on shoothouse layouts and functionality as we progress.In case you're wondering, the existing layout (currently in V1032) remains as the first option.
📅 Be sure to check out last month's Intel Report (#011) in case you missed it!
🎧 Weapon tails and other sounds are also continually being reworked and improved alongside the optimization work.
🚪 A basic "magic hand" type of animation for door interactions may also be present as a placeholder. That still beats telekinesis, right?Mike has also been busy with hand poses and reload sequences to fit the new and updated weapon models, which we'll cover next.
😔 Why the focus on visuals? We want better AI!From time to time, part of the player base questions our priorities, which is understandable: why are we putting resources on models, effects or any other superficial thing when there are areas of development in more urgent need of attention?
Well, that is simply because not everyone on the team can do everything. For example, telling our art guys to shift their focus to gameplay code will only result in neither art or gameplay seeing progress.
So while progress may be slow in certain areas, others may (and should) continue to develop normally.
That said, AI has seen little progress in the last couple of updates, but is now getting worked on intensively, beginning with the integration of the new Kythera middleware. AI is one of the harder aspects of game development, and the results won't be immediate — it's an ongoing task that will be spread over the next few updates and beyond — but the key takeaway here is that we are now "all systems go", in all areas of development.