GROUND BRANCH - Scopey
❓How do I join the open testing?
Please see this post for details and instructions.
Patch notes
  • Improved lighting in Compound main house
  • Another attempt at fixing weapon light ghosting in night TOD
  • All OpenXR plugins disabled (should fix some startup issues)
  • Added Stubby Grip C (Zenitco® RK-0)
  • Fixed skinning issues with M16A4 and HK416D variants
  • Added light switch to The Farm indoor shooting range
  • Fixed up light portal issues in City and Tanker
  • Big pass on red dot and holo reticle brightness, making the brights brighter and the darks darker, and fixing sights that couldn't have reticle brightness adjusted
  • Optimization and replacing of old assets on Docks
  • Added AOR-1 akin to Plate Carrier (MPC), both belts and all pouches
[/b]
  • Added Ranger Green skin for Combat Pants and Combat Shirts
  • Added Light Blue skin to Jeans
  • Pass on Flecktarn skins (appearance, scale and secondary colors)
  • Pass on M81 skins (appearance, scale and secondary colors)
  • Added M81 to Plate Carrier (MPC); pouches coming soon
  • Added several missing skins for various assets (most need tweaking still) and tweaked a handful of others
  • Tweaked tan skin for Battle Belt (CB) to be more consistent with others
  • Fixed AK rear sight on most AK-based weapons being off-center
  • Adjusted forward position of SVD side mount to fix it being permanently in the player's eye
  • Big pass on skinned decals (patches on shirts)
  • Fixed red flashing light in Depot appearing as a dark blob when off
  • Fixed AK-105 not having rail attachment
  • Added 30-round PMAG (5.56 NATO) in FDE color
  • [/list]
    GROUND BRANCH - Scopey
    Yet another patch released on the V1033 Community Test beta branch!

    ❓Not sure how to join the open testing?
    See this post and start testing V1033 today!

    Here's what's new:
    • Muzzle flash size/colour/duration improved and tweaked
    • AKs now eject empty casings rather than full rounds
    • Bird flock concentration and spawn method tweaked
    • Incorrect reload sounds and M24 reload sounds fixed, and corresponding audio mixed
    • Missing shotgun reloads and missing M4 charge bolt sound fixed
    • Suppressors can now be added to both AKS-74U variants
    • Autoexposure (eye adaptation) settings adjusted in Ready Room to avoid runaway darkening when looking in dark spots
    • NVG tweaked to make them more sensitive in the dark and more blown out in the light
    • Shooting range in The Farm no longer does strange things to muzzle VFX
    • Levitating grass in Small Town spawn area fixed
    • White glowing beards fixed
    • Tentative fix for ghosting reticles when using DLSS
    • Volumetric fog adjustments (should reduce ghosting when moving weapon lights around at night)
    • Fog settings tweaked on maps
    • Lots more light detector system-related crashes fixed
    • Zero length ProcessCommand() calls muted
    • Some work done on doors but issues remain
    • Fixed some lights not being tied to the right power box
    • GPNVG-18 rejigged to add black skins (some loadouts might break due to changes of name)
    • New default item build for NVG Head Mount
    • Added inventory icons for SCAR Front and Rear Sights, Ballistic Vest and GPNVG-18 variants
    • Fixed attachments not able to apply to right rail of FAL (Tactical) when AN/PEQ-15 equipped on top ra
    Reminder: less than 2 days left on the Steam Winter Sale!
    Quick reminder that the Steam Winter Sale will be over on January 5th — so if you were looking to grab your first GB copy (or that extra copy to gift a friend), hurry up and get it before the 25% OFF tag is gone!

    https://store.steampowered.com/app/16900/GROUND_BRANCH/
    GROUND BRANCH - Scopey
    We just pushed another patch to the V1033 Community Test beta branch!

    ⚠️ 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!
    Here's the changelog:

    • Added missing Netherlands country patch
    • Match defaults now set to continuous for all game mode types (no restarting after each round)
    • Time of Day-related crashes tentatively fixed
    • PKM updated: pose, recoil and animations
    • MK46 recoil updated
    • Light detector updated to take sunlight and skylight into account, so AI should see you in daylight again
    • Skylight override volumes fixed up
    • Saved loadout kit bug fixed (couldn't load presets)
    • Tentative fix for players not being able to change their own team elements on servers
    • SAVE button disabled when editing default builds/kits
    • Items without attachments now get a proper save name
    • Backup iron sights (BUIS) are listed only once in a save name (no more BUIS+BUIS)
    • Patches of incorrect dimension are shown with "Bad Size" indicator in patch selector and cannot be selected
    • Tentative crash fix for light detector component EndPlay()
    • Floating glass mesh removed from Compound
    • Crash fixes relating to player state
    • Tentative fix for no player numbers shown in Server Browser
    • 16-character limit for player names now properly enforced; file system characters are also removed now
    • Resupplying from locker/workbench while wearing NVG no longer leaves NVG overlay around regular vision
    • Fixed collision on tunnel walls in Storage Facility
    • Added ability to equip side rail mount for AK-74M and Wz.88
    • Wz.88 and all AKs should be able to use suppressors now

    Thanks for all the feedback and be sure to keep the reports coming!

    Happy 2023!

    ❓Not sure how to join the open testing?
    See this post and start testing V1033 today!
    GROUND BRANCH - Scopey
    This patch should cover a few major bugs and crashes, as well as take care of some smaller issues that were easy enough to tackle:

    • Various audio bugs fixed
    • M24 sniper rifle: implemented reload sounds and updated suppressed and unsuppressed sounds
    • Screen-Space Global Illumination (SSGI) turned off for "Low" and "Medium" post-process settings
    • Loadout apocalypse: all loadouts kit version numbers increased, so all old loadouts will no longer be visible or loadable in V1033. This will hopefully fix some kit-related crashes and issues with cloud saves; more fixing to come!
    • Full Beard applied after Balaclava is equipped will no longer keep displaying beard in Customize Operator screen
    • NVG Head Mount can now be customized properly (can attach GPNVG-18, Headset etc.)
    • German localization will no longer be displayed (was just a test thing that stuck around)
    • Callsigns can now include hyphens (-)
    • Callsign swear filter updated a little
    • Updated patch categories/folders to Country, Blood Type, Role and Morale
    • Patch selection dialog no longer displays duplicate category names for modded patches
    • Overly bright plant in Compound map fixed
    • Incorrect display name for PMM pistol magazine changed (already had 12 rounds, but said 8)
    GROUND BRANCH - Scopey
    You can now opt in to the Community Test "Beta" branch of your GROUND BRANCH install and preview upcoming release GROUND BRANCH V1033 as it develops.

    ⚠️ 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.

    Reminder: Steam Winter Sale!
    Before we show you how to opt in to the test branch, a reminder: GROUND BRANCH is 25% OFF on the Steam Winter Sale until January 5th!

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

    If you have a PayPal account, the same discount also applies in our official GB Store using code GBWINTER22 at the checkout — a cool option if you'd like us to keep the full cut from the sale, or want to add a donation.


    V1033 Community Test branch
    Although we were hoping to release a stable V1033 before the end of the year, various performance issues made that ETA impossible to fulfill.

    As a result, we have decided to open up the testing branch "early" (in its current buggy state), so players can start trying out new features and provide feedback on issues and performance on a wider range of PC specs.

    How to opt in
    • Right-click GROUND BRANCH in your Steam Library and select Properties…
    • Click BETAS on the left-hand list
    • Select communitytest - Community testing branch from the drop-down menu
    Steam will download the files for the new testing branch.

    💡 DEDICATED SERVER OWNERS:
    To migrate your dedicated server to the Community Test branch, follow the same steps on your DS install.
    How to opt out
    You can go back to the stable V1032 branch at any time by simply choosing "None" in the drop-down menu. Steam will re-download the files for the stable branch.


    Release notes: V1033 Community Test
    Below is a fairly comprehensive list of additions, changes and known issues to look out for.

    Main features
    New weapons
    • MK17 CQC
    • MK17 DMR
    • AK-105
    • Wz.88
    • M24
    • PKM
    • PMM
    Updated/replaced weapon models
    • AK-74M
    • AKS-74U
    • AK-105 Alpha (replaced AK-74 MI)
    • AKS-74U Alpha (replaced AK-74 MI CQB)
    • M16A4
    • SVD
    • M1911A1
    New weapon attachments
    • Carry Handle Rear Sight
    • ATACR 1–8x (currently using Vudu reticle as placeholder)
    • MK8 CQBSS 1.1–8x (currently using AccuPower reticle as placeholder)
    • Docter II (Flat, Low and High mounts)
    • MK46 Suppressor (AAC® MG-SD)
    • Handstop Grip
    • Reverse Grip
    • Stubby Grip B
    • Tan variants for all foregrips
    Updated/replaced weapon attachment models
    • AccuPower 1–8x
    • Vudu 1–6x
    • ACOG 4x
    • M68 CCO
    • PRO
    • Micro T-2
    • RMR
    • PSO-1M2 4x
    • AN/PEQ-15
    • Bipod Grip
    • Angled Grip
    • LPVO scope mount
    Character customization
    • New character: Male 05
    • New customization option: Callsign
    • New customization option: Facial Hair (Full Beard)
    • New customization option: Patches for headgear (right, left and center) and shoulders (left and right). Patches can use full-color, grayscale, tan or green versions
    • New night vision goggles: GPNVG-18
    • New night vision filter option: White Phosphor; to use, select AN/PVS-15 (White) or GPNVG-18 (White) from the helmet attachments
    • Tucked-in shirts and unzipped Combat Shirts
    • Various tweaks and additions to skins for Gear and Outfit items
    • A few changes in item display names
    🚧 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.
    Visuals & graphics
    • Screen Space Global Illumination (SSGI) and Dynamic Field Ambient Occlusion (DFAO) both provide an upgrade to lighting, with toggle and performance options located in Settings › Video (some in the Advanced tab)
    • GeForce RTX graphics cards can now use NVIDIA DLSS and NVIDIA Reflex to boost performance
    • NVG effects (including IR lasers) have been overhauled. The overlay has also been reworked to adapt the FOV to take up as much vertical screen space as desired by the player (this can be adjusted in Settings › Gameplay)
    • Clothing materials were updated to be less dark and difficult to tell apart in the shadows — which, in turn, should also be less harsh
    VFX
    • Particles were remade for virtually every effect in the game
    • Added muzzle blast effect (on nearby surfaces)
    • A first pass of the bird flocks was added to several maps
    Optimization
    • As detailed in Intel Reports #011 and #012, audio has been optimized to reduce CPU usage considerably
    • Lighting has also been optimized in various maps
    Maps
    • New map: Docks (feedback especially appreciated on overall layout for this one!)
    • Overhauled map: Depot
    • Overhauled map: Storage Facility
    • Tweaked maps Creek and Small Town for flow/playability
    • Too many minor tweaks to list
    Animation
    • First pass on these item interaction motions (may not match up with certain weapons, positions and poses):
      • Switching Night Vision Goggles up/down
      • Flipping the G33 Magnifier on/off
      • Throwing the magnification switch lever on the Specter DR 1–4x
    • Enemy AI will now play a "stunned" animation when under the effect of flashbangs
    UI/UX
    • Added new elements and menus to support new features (most are heavily WIP)
    • New loadout saving system:
      • Automatically suggests build name based on attached items (verbose level can be changed)
      • Fewer prompts
    • New build display options:
      • Menu now allows stacking builds (i.e. group all builds of a similar base item) to reduce clutter
      • Players can also choose to display only their custom builds
      • Custom (player-created) builds are now better highlighted
    • New sky/weather system
      • Time of Day (TOD) is now set using presets (e.g. "Midnight", Early Afternoon" etc.) due to the sun position matching real-world locations
      • Time can be further tweaked for season/time of the year (weather is currently disabled due to performance issues)
    • Upgraded Target App (The Farm's shoothouse)
      • Now allows changing the shoothouse layout
      • Updated the screen UI style
    • Updated several smaller elements for style and readability
    Game modes and multiplayer
    • Updated Intel Retrieval:
      • Enemies will now search players once the intel (laptop) is retrieved
      • They will also attempt to intercept players at the extraction point
    • Updated Terrorist Hunt:
      • Players can now enable "hot spots" — an area of the map where enemy concentration will be highest
      • Enemies will now (well, again) rush players once down to their last few individuals
    • Added in-game kit restriction system (via Admin panel)
    • Rounds can now be 120 minutes (2 hours) long
    • Added match system (PvP): can set win condition to best-of-X-rounds, first-to-X-rounds, a certain time limit etc.
    • Added voting for next map
    AI
    • Enemy AI now has a basic light detection system to prevent them from spotting players if hidden in the shadows, improving nighttime gameplay substantially
    • Enemy AI should now be able to mount ladders and bunch up at doors less frequently

    Known issues and further notices
    As a general rule, the new systems have not received extensive testing — so please report in what you find!

    Some other major things to look out for:
    • Doors may not reset between rounds when played online, and may become stuck once a new round is started
    • Some weapon sounds are missing (e.g. M24 reloads)
    • Due to the audio performance overhaul, mixing may require tuning in several areas (things being too quiet or too loud)
    • Enemy AI produces no "barks" (voice callouts, groans etc.)
    • Enemy AI may display poor sound detection
    • Some of the new/updated weapons are not properly setup to receive attachments, even if they may display a customization menu
    • New weapons may also not be properly setup in terms of rate of fire, recoil and animations
    • Icons are missing for the SCAR Front Sight and Ballistic Vest
    • Patches applied to arms/shoulders appear brighter and flatter than ones applied to headgear; this is due to them not displaying normal maps correctly
    • Reminder that a lot of the new UI is placeholder/WIP!

    Where should I report bugs, crashes and other issues?
    Using the in-game Bugs & Issues report screen (along the top menu when you press Esc), or sounding off in the #bug-reports channel of our Discord community.

    We highly appreciate the reports and all feedback!


    Happy New Year from BlackFoot Studios!
    The year is almost over, so we might as well take this opportunity to wish all of our player base — as well as our partners, contractors and friends in the GROUND BRANCH community — a fantastic new year. Thanks for sticking with us through another one, and we'll see you in 2023. Cheers! 🥂
    GROUND BRANCH - Scopey
    Heads up, everyone:

    GROUND BRANCH is 25% OFF on the Steam Winter Sale until January 5th!

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

    💗 Consider buying a key from our store
    If you have a PayPal account, the same discount also applies in our official GB Store using code GBWINTER22 at the checkout — a cool option if you'd like us to keep the full cut from the sale, or want to add a donation.

    Remember to spread the word and get your friends on board!

    V1033 Community Test branch coming soon
    We are close to finishing up our V1033 update, and we are planning to open it up to public testing by the end of the year. Stay tuned!

    In case you missed it…
    Since August, we have posted monthly Intel Reports to keep you updated on what's coming for V1033 and beyond, with plenty of sneak peeks and behind-the-scenes info.

    Check them out if you haven't yet:

    GROUND BRANCH - Scopey
    Another month, another Intel Report!

    Have you been keeping up with our monthly Intel Reports, by the way? Make sure to check out the news and previews for the last few months:

    🚀 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.

    One welcome, one farewell
    Yet another programmer has just been welcomed on board the GROUND BRANCH team: Callum Coombes, who has previously worked on Rising Storm 2: Vietnam alongside environmental artist Will Bullen, is now among the ranks of BlackFoot Studios.

    That doubles the amount of code guys from what we had just a couple months ago to a total of four, which should allow us to tackle more areas of development more efficiently.

    Happy to have you, Cal!

    A bittersweet “goodbye” to Mikson
    We’re sad to announce that long-time contributor Mikson is leaving our team this November, after a 4-year tenure. But his departure has a silver lining, as he’s leaving BlackFoot Studios to join none other than major studio Infinity Ward — a massive career move for Mikson, who became an intern for GROUND BRANCH while still in university.

    In these 4 years, Mikson has personally recorded and processed dozens of firearm and folley sound effects, mixed countless library recordings, created and implemented soundscapes and ambient effects for all maps, directed voice acting, composed our main menu theme, and had an active voice in various areas of development. Hell, he even put together the V1032 launch trailer!

    We couldn’t be happier about his work in GROUND BRANCH — some of you may remember the pre-Mikson days and how much his sounds added to the game — and we’re very proud to have had some kind of role in giving him a little exposure boost into the triple-A industry.

    Thank you for all the passion and talent you put into the project, Mik. We wish you the best of luck out there!

    👥 Audio goes on: Zack Regan, introduced in Intel Report #011, is taking up Mik's sound designer/engineer mantle.
    Birds and blasts
    Particles and other visual effects continue to get improved by Charles, with assistance from our programmers and the audio team.

    A small but cool detail is the seagull/bird flock, which will add some more life to certain maps:


    It’s a simple yet robust system that allows us to create bird flocks of various sizes and have them react to gunfire.

    Speaking of gunfire, muzzle effects are also getting a lot of love. In this video, Charles showcases his system for muzzle flash to display different sets of sprites depending on the camera angle. Take a look:


    What does that mean? Well, for those who don’t know: particle effects are typically composed of 2D textures — like flat pictures painted on a cardboard cutout — that are always facing the camera. By always facing the camera, you never get to see these flat textures from a different angle — which would give away the fact that they have no actual depth.

    With the system showcased in the video, the side-facing muzzle flashes (that look longer) automatically transition to front-facing muzzle flashes (that look rounder) based on the camera angle to give the illusion of a real-world tridimensional effect.

    💥 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:


    Lastly for today’s VFX showcase, the old, funky-looking door chunks created after a door breach are being replaced with an updated particle-based effect. This effect is likely transitional — as in, it will make way for a better one later on — but quite a bit nicer than the silly door chunks currently in V1032:



    Quality-of-life updates
    We have already shown you some quality-of-life improvements on the server/online side (see Intel Report #013), but we’re eager to streamline and improve the player experience in other areas too.

    🥒 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:


    How big will your build stacks get?

    We are also aware of the number of times you get pop-up dialogs and are asked to fill in item build names when editing your loadout. We don’t want this to get in the way of your Tactical Barbie™ activities, so we put in a new feature using the new mutators system: your item builds are now given default names based on what you have put together.

    So your new MK17 CQC with a suppressor and a Specter DR scope is now given a default build name of, say, “MK17CQC SD SpctrDR” (see some examples of automatic build names in the gif above). If you change the build enough that it gets a new name, it gets saved with that new name. If you don’t change the build that much, it just silently overwrites the old build when you click SAVE.

    If you want to use your own name, you can still do that, and you can use the new SAVE AS NEW… button if you want to pick a name. If you want to have more granular item build definitions, you can choose one from a drop-down menu. There are currently 5 options for default build naming, all subject to change:

    • Disabled — Does not provide a default save name for your build (requires manual text input from the player).
    • Just item name — Suggests only the base item as build name.
    • Item name + key features — For weapons, this includes the name of the base item, sights, and whether it has a suppressor. For vest platforms, it lists all pouch types.
    • More verbose — For weapons, this lists all of the above + lights and lasers. For vest platforms, this specifies the amount of each pouch carried (e.g. “JPC 3xPri 2xFrag”).
    • Unique build name for all changes — Adds a unique build designator at the end of the “more verbose” suggestion in case you prefer every change to be saved as its own build.
    Okay, there’s quite a lot of stuff to unpack there, but overall this should streamline the process of putting together a loadout, as well as give the lazier of us a better set of custom build names to work with.

    🔣 Don't like the build names or abbreviations the game gives you? Write your own mutator to provide your own naming scheme!
    Longer mission timer and new Intel Retrieval feature
    If you want your quality of life to be arguably reduced, then we also have that covered for you.

    Congratulations to the person who asked for this: you spoke, and we listened. Now you can have your two-hour mission timer (up from the previous maximum of one hour). No, we will not raise that higher, because you are already about as hardcore a GROUND BRANCH player as we can frankly handle.

    And if you liked the new Terrorist Hunt “bum rush” feature, you will love the new Intel Retrieval “extraction mayhem” feature (final name TBD). Mindful that the extraction phase of Intel Retrieval missions can sometimes be an anti-climax (usually due to eradicating all traces of tangos in your path), you will now have to be careful what you wished for.

    Upon successfully hacking the laptop, you will trigger a security alert that will send the enemy AI to either hunt you down, or to boost the presence at the extraction. We may have to tweak this a bit to be more sane, but in the meantime: prepare for EXTRACTION MAYHEM.

    Match system
    As part of our server quality-of-life update, we have now implemented a match system, where specific criteria can be defined for the end of a match, such as “Best of 3” for PvP, or “Play until win 2 rounds” for PvE. This can be set on servers in the usual sort of way, and also selected in the Host Game menu for your listen server.



    When the match criteria are met, the server will automatically advance to the next map in the map list. Match type and round/time limits can be specified in map lists per mission, so you can have custom match setups for different missions in the map list. Otherwise, servers have predefined settings for PvE/Co-Op modes, PvP modes, and the new game mode type of PvP FFA (free-for-all), which now includes the Deathmatch mode.

    But there’s more! The match details can be viewed in the Ready Room on a new screen, along with an interface for all players to vote on what the next map is going to be. Here’s a prototype:



    Voting takes place during the round, whenever you want, so there’s no delay at the end of a round to hold a vote. The runner-up map will be offered one more time in the next vote. If no one votes, the maps just advanced one by one as before.

    Depot overhaul nears completion
    Will’s overhaul of Depot is nearly done, with interiors being now almost complete.







    Audio and game modes continue to be tweaked for the new structures, and we’re very excited about getting this one out there for you all to playtest.

    AI
    As mentioned a few reports ago, AI is being hooked up with a new light detection system that should make night operations a lot more satisfying.

    Things were not far along to showcase back then, but they are now — so here’s a short clip to demo some level of sneaking in the dark (with the new white phosphor GPNVG-18 on, as well as the AN/PEQ-15’s IR Illuminator), and then quickly flashing a visible white light at the patrolling AI to showcase the light detection:


    And while we’re talking AI, here’s a quick little door breach test that our new programmer Chris put together:


    To make it perfectly clear: the video above is not V1033 material, nor is any of it necessarily representative of final features. We just want to show that friendly AI is indeed being actively prototyped and worked on.

    🧭 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.
    Ongoing asset updates
    In parallel with the more technical and player experience-oriented improvements, older 3D assets continue to be updated to conform to newer models. One such example is the MPX, which is receiving a full remake and currently sits at the low-poly stage, right before texturing:





    And that is a wrap for today’s Intel Report!
    As always, thanks for staying in touch with development for GROUND BRANCH!

    Don’t forget this is the last Intel Report before release V1033 — so don’t expect more dev blogs until we get the update out of the door.

    Have a great weekend and we’ll see you soon!




    Stay connected
    {LINK REMOVED} / {LINK REMOVED} / {LINK REMOVED} / Twitter / Instagram / Facebook
    GROUND BRANCH - Scopey
    What's going on, everybody?

    We got another Intel Update for you, and this month we have news and showcases for both V1033 — our next major update — as well as a little preview of something that will be coming later on (V1034 or later). Don't forget you can always get an overview of what's on the way via our Roadmap.

    Recap: GROUND BRANCH on GeForce NOW
    As announced in late September, GROUND BRANCH is now available on NVIDIA's cloud gaming service GeForce NOW (GFN).

    Earlier this month, we also fixed an issue with GFN players losing keybinds, game/video options and listen server configurations upon ending a play session. These settings were all set to save to the Steam Cloud, so everything is now kept safe.

    News for V1033
    Here's what we have this month for our upcoming major release V1033.

    Pistol red dots, new models and stuff
    V1033 will finally allow you to mount a mini red dot sight (such as the RMR) to pistols that are fit for it. At this time, that includes both G19 models, the MK25 and the M17.


    MK25 equipped with the RMR mini red dot sight, as teased on our Twitter

    We have also added a new mini red dot sight, the Docter II, commissioned to Cody Cudmore:



    As mentioned in the last report, we have also ordered an A2-style AR carry handle, as well as a brand-new M16A4 model that better matches up with the other AR-15 models both in quality and scale. The Bipod Grip is also receiving a new model. Here's a screenie with all of that stuff put together:



    While we're talking popular demand, we've made the SMG/PDW pouches into doubles so you can carry as much ammo for them as you can for rifles:



    Selectable shoothouse layouts
    Running the shoothouse (sometimes killhouse) on The Farm is always fun, but it can get stale with the fixed floorplan/layout.

    In V1033, players will be able to choose between a number of different layouts (5 at the time of counting) — including the old layout last seen in V1030’s “Killhouse” training level — via the Target App display, right next to the shoothouse’s entrance:


    Prototype of the upgraded Target App display: now has a dropdown menu to select different layouts, which are previewed on the right


    Main room for one of the new shoothouse layouts

    💡 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.

    Server quality of life
    One of our tasks this update is server quality of life. This mostly means a lot of little fixes and features to try and make server admins' lives easier, but there are also some improvements to the online experience for regular players.

    Let's look at a first example, the Kit Restrictions menu in the Admin Panel:



    This is being wrapped up now, and should allow server admins more easily to set up restrictions for the skins that different teams can use on their kit, for ease of friendly vs. enemy identification.

    Another feature that has long been requested is the favorite servers feature. The UI has been there for a while, but finally it has been rigged up:



    This feature is tied into Steam directly, so you can view and manage your favorite servers offline within Steam as well:



    Another change that has been made is to allow server admins to specify a "message of the day" text that can be displayed as usual with the admin motd console command, while simultaneously displaying an image on the server info board (via the new <text> tag). Changes made by admins to the message of the day or server name will also propagate immediately to all users. It's the little things.

    Callsigns
    As mentioned last month, V1033 will be bringing callsigns: short IDs by which players may be more easily identified.

    Callsigns are displayed as their own arm patches (though only on tops that have a velcro patch) and are limited to three alphanumeric characters (A–Z and 0–9) which can be entirely custom — within limits — or use an automatically assigned Team Element-based value (e.g. "A-01" if you're first man on element Alpha); the latter can be forced for all players by server admins.


    Grayscale US flag and callsign patches applied on compatible top (Fleece Hoodie). Notice that the active checkbox overrides the player-defined callsign ("SCO") with an automatically assigned callsign ("B-05" or Bravo Five) based on the player's current Team Element.

    Various UI elements have now been updated to include the new callsign system, and as part of the server quality-of-life upgrade, server admins can do whatever player name and callsign validation they wish via a new server management mutator packaged into a mod.

    The specific format of these callsigns can also be chosen by the server owner.

    Maps and game modes

    Docks missions
    All game modes are now made for the new Docks map, including the most complex Intel Retrieval setup so far. Some more limited Deathmatch areas have been created, and DTAS (Dynamic Take and Secure) should be a very interesting tactical proposition on this map.



    Uplink should be a challenge for defenders and attackers alike, and both Terrorist Hunt and Team Elimination will of course also be present.

    Depot overhaul
    The Depot overhaul continues, and as the teasers below show, it's proving to be a pretty massive one. Can you tell which areas of the V1032 version these angles correspond to?





    The updated Depot will also require a game modes and acoustics update in order to account for the design changes.

    Ready Room hints
    Though not directly related to level design, we have also made some updates aimed at new players, with revamped hints in more prominent places, as well as "in-world" Ready Room hints to make things as clear as possible about where to go and what to do to start your first GROUND BRANCH game.



    All hints are temporary and disappear after the first few sessions, though they can be reset under Settings › Gameplay to start appearing like at first launch.

    Hostage Rescue (PvP) and Terrorist Hunt improvements
    While we are working on a PvP Hostage Rescue game mode, we are not ignoring the PvE modes.

    Besides the AI improvements discussed in Intel Report #011, the Terrorist Hunt mode is being refined with two new features that we're currently testing:

    • On some larger maps, a new "AI hotspot" feature will be available where certain areas of the map spawn a larger-than-usual number of enemies, providing more of a focus and a challenge
    • The return of the "bum rush" feature, in which the last few enemies on a map just can't take it any more, and attempt to charge down the remaining players — hopefully reducing the incidence of "where's that last damn bot?"
    Audio
    As the long process of audio optimization continues, Mikson has put a little time aside to record a short preview of the new gunshot tails for large interior spaces, which you can check out below:



    Beyond V1033
    Some features are an ongoing development that might see their beginnings well before they're ready for the public.

    Such is the case of friendly AI, whose first steps were teased last month even though it's at least a couple of updates away from an initial playable iteration. Gotta let you all know it's being worked on, right?

    So this month we're showcasing some of the upcoming female characters and related assets that we've been working with Pau Peñalver to have ready for V1034 (tentatively!). Let's take a look:





    As ever, keep in mind that although these renders are made with "game-ready" geometry and textures (as opposed to high-poly and super resolutions), they do not reflect the final in-game look due to the lighting.

    That's all for today's Intel Report!
    Thanks for keeping up with GROUND BRANCH's development, and have an awesome rest of the week.

    See you on the next one!
    GROUND BRANCH - Scopey
    As announced earlier this month, GROUND BRANCH was set to become available on GeForce NOW — NVIDIA's subscription-based cloud gaming service — this September.

    And just as announced, players can stream GROUND BRANCH (via Steam) on GFN as of this Thursday! A pretty cool opportunity for those without a beefy PC setup to try GB out.



    Let's welcome the streamers aboard!
    GROUND BRANCH - Scopey
    Happy Tuesday, everyone!

    Time for another Intel Report, where we go over the latest happenings in development as the upcoming GROUND BRANCH update V1033 continues to evolve.

    📅 Be sure to check out last month's Intel Report (#011) in case you missed it!
    GROUND BRANCH on GeForce NOW soon
    As mentioned last month, GROUND BRANCH is coming to GeForce NOW — NVIDIA's cloud gaming service — which will make the game accessible to a whole new audience of subscribers.

    NVIDIA has confirmed that this will happen sometime this month:



    We'll be sure to make a quick announcement when it goes live!

    New coder in the house
    Last month we announced the addition of VFX Artist Charles Schmidt and Sound Designer Zack Reagan to the team, but some of you may remember that we still had a vacant senior programmer spot. And this month we're very happy to announce that is no longer the case, as Christoph Bockhahn joins us in a Senior Programmer capacity!

    Chris' resumé is too humiliating for us to fully cite, but it should suffice to say that he was working for Acer before and has a master's in astrophysics. In addition to his general programming background, Chris has industry experience in UI, tech art, gameplay engineering and, of course, the mandatory Unreal Engine skills.

    The biggest benefit of getting Chris on board is going to be speeding up AI development, which is of course great news for most of the GROUND BRANCH player base.

    Let's all welcome Chris to the team! We'll take a quick look at some of his initial work next.

    Some AI news
    As announced in February, AI is being rebuilt using Kythera AI, a specialized middleware.

    Though implementation is still very much under-the-hood at this point (meaning nothing cool to showcase, unfortunately), Chris has taken the time to start prototyping a friendly AI ordering system:



    Patches and callsigns
    Continuing the work on patches for headgear and shirts, we now have callsign patches in-game, for ease of identifying operators on the field.



    Players can choose a three-letter callsign code, or have one generated automatically when changing name. Servers can also apply a callsign patch policy, for example to force players to have callsigns based on their chosen element (A, B, C, D), to override any selection by each player. There is no need to choose a callsign patch in the character editor — these are added automatically whenever a callsign is used.

    Depot is getting a visual update
    Environment artist Will has moved on to giving Depot a thematic art pass to get it more in line with Storage Facility, which is set in the same region.

    Here are some preview shots:







    New Storage Facility previews
    The Storage Facility map overhaul is done, so why not appreciate some ultrawide shots of that beauty in a different lighting?







    Audio optimization continues
    This month we have further optimized the audio side of things by lowering the amount of memory usage by at least half, based on performance testing on Small Town with 30 bots.

    This was done by optimizing how the weapon sounds were loaded. Now, instead of all weapon sounds being stored at all times, only the ones in use during a particular mission or round are stored.

    This method will also allow for easier audio modding in the future, as you only need to edit and rebuild the sound bank for the weapon you want to mod instead of rebuilding the entire weapon sound bank for just one weapon.

    Combined with the CPU optimization that we detailed last month, we're looking at roughly a 50% gain in audio performance so far — not too shabby.

    🎧 Weapon tails and other sounds are also continually being reworked and improved alongside the optimization work.
    Doors: a game designer's nightmare
    Doors are having part of their logic redone to address one of its main issues: getting both players and AI stuck in them.

    Some degree of physics simulation is also being added in order to once again allow cracked doors — that is, partially open ones — to be pushed by just walking into them.

    We're also hoping to get a nicer looking effect for exploding doors while we're at it.

    More VFX progress
    Work on particle effects continues as Charles converts all of the existing VFX to the newer Niagara system before reworking and improving them.

    He has zeroed in on bullet impacts and has recently started improving the breaching charge explosion:





    Animations
    Though we cannot showcase it at this time for various annoying reasons, we can confirm that some basic new manipulation animations will make it to V1033.

    Players will actually start seeing their character flip magnifiers on and off, flick the Specter DR's lever to the front and back, and pull their night vision goggles up and down.

    🚪 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.

    Weapon models
    Weapons and related assets continue to be created and revamped as needed by our trusted contractors, which — between brand-new items and replacements — has so far allowed us to add over a dozen new weapon models to V1033.

    Let's make a quick list, starting with the new weapons:
    • MK17 CQC / DMR
    • Wz.88
    • AK-105
    • PKM
    • PMM
    • M24 SWS
    Speaking of which, here's how that last one turned out:





    Now for the replacements/updates:
    • M1911A1
    • AK-74M
    • AKS-74U
    • AK-105 Alpha (replacing the AK-74 MI)
    • AKS-74U Alpha (replacing the AK-74 MI CQB)
    • SVD
    • M16A4 (currently in development; the old model has issues in both scaling and quality consistency)
    And that's not even mentioning extra parts and new/updated attachments that will make their way into the game as we go.

    As promised, here's the new AK-74M, as well as the AK-105 with tactical Zenitco furniture:





    More renders of the AKs on the AK Productions ArtStation right here.

    We can also confirm that an "A2" carry handle is finally coming for the M16/M4 series of weapons. That's right. We caved.

    😔 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.
    This has been Intel Report #012!
    We hope you found this post informative and interesting enough to make the soul-crushing wait for V1033 a bit more bearable.

    Thank you very much for reading, and we'll see you on the next one!




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