And with that out of the way, we got just one more thing before we can take a look at what's been cooking since our last dev blog:⚠️ This report is not an exhaustive list of V1034 features!For the most up-to-date list of expected V1034 and later features, see our {LINK REMOVED} . You may also want to check out our Intel Reports for June (#015), July (#016), August (#017), September (#018) and October (#019).
💡 Even if we end up preventing players from going underwater, the effects will be useful for non-gameplay camera purposes such as Spectator Mode and screenshots.
💡 Why are there 2 cones of vision?But how does visibility work? Well, target visibility is determined by various factors such as:
- The wider cone (gray) is the actual visual perception cone for the AI: any enemy activity picked up within it will raise alertness.
- The smaller cone (red) is used for target selection: targets within this cone will be engaged according to priority — more on that in a future report.
💡 Please note that these videos and visualizations are merely for demonstration purposes and don't necessarily represent final AI detection behaviors or values.
💡 For earlier AI-related news and demos including grenade usage, shooting out of windows, cover system and world interactions, make sure you've checked out Intel Reports #017, #018 and #019.Although we have basic light detection in the game currently (in V1033), these systems had to be rebuilt with the move to the new AI middleware. They should hopefully be more consistent and efficient than the current implementation, as well as better integrated with other AI behaviors.
💡 The system can also be rigged to work with "normal" or "actual" hours, for example to have a bell sound every hour.One reason for this deep dive is to point out one of many features that modders will soon be able to use to help them bring their own maps and props to life (though map mods will not be available just yet, as we are focusing on weapon mods in V1034). There is an eclectic but relatively extensive library of features that will be available to player-authored blueprints. In due course, we will provide documentation to assist with this.
🔊 Audio reverb is also being updated. Whereas in V1033 the reverb is essentially binary, accounting only for whether you're "outdoors", in a "large room" or in a "small room" — with no in-betweens — in V1034 reverb should dynamically adapt to the size and layout of rooms.
So there you go! Whether or not you already own GROUND BRANCH, remember to let your friends know about the sale and maybe even consider buying an extra copy or two to gift them. We're near the holiday season, after all 🎁🧡 Consider buying from the GROUNDBRANCH.com store!Please consider grabbing your discount key straight from our website so we get the full cut of the sale! Head over to the {LINK REMOVED} and use code GBFALL23 at the checkout.
➤ Please note our store requires a PayPal account and is US dollar-only, so there's no regional pricing.
Due to personal lives clashing with work (such as 3 members of the team being in the process of moving places) this report might be a little thinner than previous months in the eye candy department, but we’ll try to make up for it with previews for things that won’t be in the game until V1035 and later.⚠️ This report is not an exhaustive list of V1034 features!For the most up-to-date list of expected V1034 and later features, see our {LINK REMOVED} . You may also want to check out our Intel Reports for June (#015), July (#016), August (#017) and September (#018).
💡 Should we expect new voices in V1034?As of this writing, about a third of the actors have been recorded. It's a lot of work ahead, but we're super excited about the results so far! We look forward to hearing them in-game and sharing the footage with you as soon as we have it.
The main goal for V1034 — as far as voice lines go — is implementing the female counterpart for the existing pre-recorded voice messages. As a stretch goal, Zack will process one of the new male voices to replace the existing ones.
💡 Among the other things Chris has been busy with are: compiling a list of build steps for mod kit distribution alongside Callum, keeping the development builds up and running as John moves the server around Ohio, tackling some graphic setting requirements from Nvidia, and adding motion vectors to various UI elements. Don't worry: most of us don't know what any of that means either. But the point stands — man's been busy.
🔫 Since handguns are setup fairly differently from long guns, we'll also include a mystery pistol as a mod example.
💡 Animations and control schemes are all subject to change, so let us know how you feel about all of the above. You'll get to try it out yourself soon enough.
💡 Friendly reminder: these are special artist renders; they do not represent how assets will look in-game with dynamic lighting and other real-time restrictions.As you can see, we'll be expanding the face-wear selection with a neck gaiter/face scarf, 3 variants of the single-hole balaclava, and a three-hole balaclava.
⚠️ This report is not an exhaustive list of V1034 features!For the most up-to-date list of expected V1034 and later features, see our {LINK REMOVED} . You may also want to check out our Intel Reports for June (#015), July (#016) and and August (#017).
💡 The first pass on the AI light detection system currently in V1033 is a good example of the above.Getting 180-no-scoped by a bot 200 meters away has a similar root cause: once you tell the bot to point and shoot at the player, it'll act like a sentry laser cannon until you add further programming to nerf it to a human level. Though the current release of GROUND BRANCH (V1033) has a configurable period where bots will intentionally miss shots as a way to give players a better chance to react (the Deliberate Miss Time, which varies with difficulty level), once that period is over they're very unlikely to miss.
GB PLAYER: pls improve AI?V1034 will also give the enemy AI the ability to contextually look and shoot out of windows.
GB TANGO: *throws frag*
GB PLAYER: not like th--🪦
🪟 Window usage by the AI will present a unique challenge once bullets start flying, as any window might be hosting an enemy ready to take you down.
💡 As with most AI settings, the use of tracers will be player-configurable.Charles is also updating the bullet impact VFX for various surface types, as seen in the video below:
❓ Should the rear velcro of the Ball Cap also host a callsign patch? How about the big velcro on the Ball Cap (Reverse), since it's worn backwards? Useful? Goofy? Let us know what you think in the comments or anywhere in the community.While we're talking patches, we're happy to announce that the normal maps for the arm and chest patches are getting fixed. They're still decals, but the normals help add a little bit of depth as currently seen on the headgear.
💡 In other map-related news, Hideout has been pushed back to V1035 to be better fleshed out, while new map Ranch (also V1035) continues to be carefully crafted by Elliot.
⚠️ This report is not an exhaustive list of V1034 features!For the most up-to-date list of expected V1034 and later features, see our {LINK REMOVED} . You may also want to check out our Intel Reports for June (#015) and July (#016).
💡 Music and new voice lines are not likely to be ready until V1035 or later.
💡 Zack will be moving on soon to design audio for prone movement. Speaking of which…
💡 Always worth remembering that the initial implementation of any new feature is supposed to lay the groundwork for it, with improvements coming over time. Which is a way to say we're not sure exactly how polished prone will be when it releases, but it'll keep getting iterated on as we go.
💡 We'll demo some more AI development in the next report!
💡 Oh, right — we also got a checkers plaid pattern done for a more authentic flannel shirt look.
💡 Other kinds of modding (including whole map mods) will follow when we've got everything polished up more.
💡 The underlying system implemented for the news helicopter may help with insertions (player and possibly AI) in the future.
💡 What are you most excited about V1034? Leave a comment and let us know!As always, thank you for supporting GROUND BRANCH. We'll see you again next month!
⚠️ This report is not an exhaustive list of V1034 features!For the most up-to-date list of expected V1034 and later features, see our {LINK REMOVED} .
You may also want to check out last month's Intel Report #15 (June).
💡 Server admins will also be able to, well, "volunteer" other players. Is that a thing? Volunteering other people? *opens new browser tab*
💡 When color blindness corrections are active, a warning message is displayed on screen so that hopefully anyone seeing footage of it will not be confused as to why the colors have gone a bit awry.The composition below shows the color correction schemes that are possible:
💡 Elliot is currently busy with early work on a new map called Ranch. If you have any guesses, drop it in the comments.
🚺 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.
💡 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.
🏃 Motion captureThis 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!
🌫️ Next stop for Charles is smoke grenades.
❌ 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.
💡 The layout for V1034's Small Town remains mostly unchanged.
⛔ IMPORTANT: Clear your old config filesIf 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):⚠️ Not doing so will cause various asset and input issues in your game, and may impact performance.
- %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor
- Documents\GroundBranch