We are issuing a patch today to begin the weapons tuning process and continue animation tuning. This patch also includes a large number of bug fixes to improve the communities play environment.
Servers will be offline while the update is migrated. Please restart Steam to allow the game to update. Anyone who experiences issues should run a verify on their game files before posting bug reports:
Right-click on H-Hour in the Steam Library and select Properties.
Click on the Local Files tab.
Click on Verify Integrity of Game Files and let it run to completion.
Please ensure you report any bugs you find using our bug reporting template, available on our forums or steam hub. We appreciate your efforts in helping us improve H-Hour. Green up!
KBM Players can now use their "alt Fire" button (right-click) to force "guns hot" without shooting.
Updated:
Weapons Tuning Begins (Rifles up first)
We will be using relevant feedback on the changes to rifles so we can create a baseline to begin work on our other weapon classes. Please let us know your thoughts in a meaningful and constructive manner,. When you comment, please also keep in mind that the goal for weapons tuning is to maintain the SOCOM feel the team has worked so hard to create.
Rifles now:
Reward tap and short burst fire with quicker recovery of crosshair stability,
Overall have improved accuracy due to lower spread/recoil rates,
Are better balanced for controller users with the recoil changes,
As in real life, settings vary to reflect stability of rifle type,
Reflect ammo/weapon type better for damage given on various body areas.
One shot, head shot kills remain and messaging for headshots better reflect this.
Animation Tuning:
Lean stationary now is more aggressive in stand and crouch with rifle and pistol. This allows players to stand closer to objects and lean, lessening shot blocked situations.
Tweaking of the “Jump while moving” framework to improve appearance. Additional work still planned for height/float once window solution in place.
Tweaks to some animation sequences to prevent Player going "guns down" while still shooting (team is still verifying if any other animation overlap events exist)
Messaging:
V2K messaging now broadcasts only to team involved
Weapn Sound Distance Tuning:
Adjustments were made to sound travel for weapons
Bug Fixes:
Bug (543)
Fixed Dive 2 Prone locking out player input in some instances
Bug (540)
Fixed Planting/Defusing bomb (or canceling) sometimes locks out player input
Bug (538)
Fixed changing FPV/TPV while inside smoke grenade area removes the effect
Bug (535)
Fixed UCR hosts consume 2 ammo for every shot
Bug (519)
Fixed Collision issue with Terrorist Upper Tunnel Exit allowing shooting through wall corner while looking down the path to the SOF Spawn
Bug (486)
Fixed Player in "Flying Mode" if performing a complex series of events.
Bug (539)
Continued work on "weapon jamming" while spamming fire button, such as in attempts to burst fire. Ready for public feedback.
Bug (542)
Fixed late joiners still in Lobby Armory at Match End having the armory UI permanently in the background
Bug (544)
Fixed changing between First/Third person view during animation canceling animation
Bug (544)
Fixed dismounting ladder while switching perspective causing player to become "stuck" in animation.
Bug (521)
Fixed breach objects so damage is dealt on the opposite side
Bug (401)
Allow shooting while dancing
Bug (537)
Fixed crosshair glitch on moving and triggering lean
Hotfix Patch - 3.0.39
We are issuing a Hotfix today to deal with some bugs that were introduced with our large Patch this past week. We are also, including some new content and a few animation tweaks for everyone. Servers will be offline while the update is migrated. Please restart Steam and allow both the game and DLC downloads to complete before playing.
The team wants to express their appreciation to our Early Access players for their continued support in testing and reporting the bugs that can be introduced with these large framework changes we must undergo while finalizing the game content for H-Hour. A small team such as ours does not have the luxury of access to the variety of hardware that our playing community brings to bear while playing. We understand bugs can be both funny and frustrating and truly appreciate your patience, constructive feedback and assistance in advancing development.
Please ensure you report any bugs you find using our bug reporting template, available on our forums or steam hub. We appreciate your efforts in helping us improve H-Hour. Green up!
This patch includes a full replacement for all characters and animations that were in game previously. Given the scope, expect that additional work will be required in future patches to fully bed these down.
Benefits achieved through this work are characters now have proper bone structures allowing for separate upper and lower body targeting so animations are more flexible, and additional stance animations could be added. For example, players now can move and lean while in stand and crouch position. It also allowed the addition of proper IK processes for weapons handling. Since animation numbers have increased by over 30%, please keep an eye out for issues and submit bug reports on either the forums or our steam hub.
Lots of other new content and bug fixes in here for everyone. Let us know what you think!
– replaces all old SOF and Terrorist characters previously in game
All new characters have been created based on the original in-game characters and by using actual pictures of the real life SOF and the adversaries the characters were based on.
The new characters have been built using the same skeleton the motion capture data was designed for, allowing for better integration of animations. Core animation features will look much more fluid.
All new camos were textured and setup in engine for each of the characters. Camos for SOF now better reflect the actual service branch of the character.
New character avatars and texture icons for camos created and added to Armory.
Animation Overhaul-
All animations have been changed updated to the new skeleton.
Blendspaces - Character blendspaces now have more functionality.
The Number of animations on the blendspaces has increased by 30%. This means the character movement should now better reflect the speed that the character is moving.
New animations added for Armory.
Animations overall have grown to 2500 instances with this latest iteration.
All transitions, actions, movement possibilities such as standing, walking, running, strafing, prone, guns hot, guns rest and equipment hold were worked on.
All this content allows for smoother transitions and a more human appearance.
Jumps –
Different jumps are now triggered depending on not only your weapon but also the direction and speed you are moving.
Left Hand IK –
Vast improvements to hand location on weapons in both relaxed and aiming stance were completed.
Work was completed on positioning for all weapons to better reflect correct placement.
IK was added to Armory characters for their weapons as well.
Lean System has been overhauled –
Upper body and lower body has been decoupled while in lean stance.
This will allow character to move from the stand and crouch position while in lean.
Movement is not allowed while leaning in prone.
Reloads –
More reload animation options were added based on the type of gun.
Where needed, new reloads were created that better reflected the particular weapons. For example, the BP-85 and MK46.
New Ragdoll –
Ragdoll is used for those instances where structured animations are not possible, such as player in air, jumping, climbing when they die.
New ragdolls were created that constrain the joint rotations, reduce the Character “bounce” effect on death and give a more polished appearance.
New Smoke Grenade
Existing smoke grenades have been replaced with a completely new design
Smoke volume is increased.
Deployment speed of smoke increased.
Effect on FPS dramatically decreased from old design.
New In Game Loadout system (controller friendly)
The temporary in-game loadout interface has been replaced with a new "radial menu" design that can be navigated easily via both mouse and game controller.
Either when dead, or before the round has started, press the Menu command, by default it is "I" for KB and Right Shoulder/Bumper for controllers.
Prompts for interacting with the menu, such as changing saved loadouts or Accepting/Canceling the options should update based on the input used to open the menu (KB or controller).
New menu does not auto close after 10 seconds, however, player cannot move while menu is open.
Inventory Quick Select System (applies to controllers)
When using the new In Game Inventory interface, controller players can now assign Quick Select 1 & 2 buttons to desired weapons
Players using default controller configurations will automatically have the new button assignments
Players using custom controller button mappings may need to remap Quick Select
The nature of how the interface works (with the right most entry natively highlighted); gives players a 3 button select system.
By simply "tapping" their menu button (Left? Should by default); their primary weapon will automatically be equipped.
That behavior, combined with the 2 quick select buttons (Left Shoulder & Trigger by default), gives the player an easy means to switch amongst 3 inventory slots.
Inventory selections are made by using the mouse or "left thumbstick" on controllers to hover the desired item
Releasing the Menu button will select the hovered item and close the menu
Clicking the Left Mouse button will select the hovered item and close the menu
Pressing the Bottom Face button on a controller will select the hovered item and close the menu
NOTE: For Quick Select buttons to be active, some controller users may need to delete their "saved" input.ini file
C:\Program Files (x86)\Steam\steamapps\common\H-Hour Worlds Elite\HHourGame\Saved\Config\WindowsNoEditor\Input.ini
Alternatively, they can delete the following two lines out of the file above (if present)
ActionMappings=(ActionName="GP_NextWeapon",Key=Gamepad_LeftTrigger,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
ActionMappings=(ActionName="GP_PrevWeapon",Key=Gamepad_LeftShoulder,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
New In Game Inventory Slot Select system (controller friendly)
KB users will likely continue to use number keys (1-5) for changing inventory, but controller players can now hit and HOLD their menu button (Right Shoulder by default) during gameplay to pull up a new radial inventory menu.
This new system replaces the need for controller users to have to "scroll" through their weapons using the current Previous/Next weapon buttons (Left Shoulder and Left Trigger by default).
Clicking your mouse, or using the lower face button on your controller, or releasing the menu button; should equip the hovered over weapon.
Sound Framework enhancements
Expanded Match Start cues
Expanded Round Start cues
Player death cues
Player sounds associated to various actions (not available for all characters)
Throwing grenades
Planting Bomb & C4
Taking Damage
Taking Friendly fire
Taking Fire
Hostage stay/follow
ManDown
Expanded Game Event sounds, such as when the bomb is picked up, dropped, planted
Player walking (footstep and fabric rustling) sound volume scales with movement speed
Certain sounds can now be tuned specifically for local/remote players (IE, gun fire and footsteps).
Reduced Rain volume in Factory
Improvements to Hostage movement system
Hostages will stop following player if the player dies
Hostages movement when bumped by another player has been improved
Hostages will move if bumped in to by another hostage
Hostages will "flee" a short distance (only a few feet) when shot
Hostages getting "stuck" in doorways or bunched together are improved with this update, particularly with the ability to "push or bump" them so they work properly again.
Official Map Updates
Cove
Textures incorrectly labeled for type in some of the master MATs were corrected to avoid potential for disconnect on load failure.
Several mats had incorrect references preventing compile, this could cause disconnects--corrected.
Merged many, many objects while being careful to separate them into potential "viewable" areas, this will reduce file load issues that may have caused connection drops on load for slower PCs.
Removed unused stock textures and their references to reduce file counts and applied fixes to some mesh settings.
Removed many objects that could be removed without lowering visual environment to lessen file loads and grouped or merged other objects
Sismis
Fix for bldg 8 in Sismis where footsteps sounded like wood when is concrete (coffin bldg)
Factory
Fix for some bldg materials having wrong footstep sounds.
Lowered rain volume somewhat.
New Workshop Maps -
Avalanche by Harry62
EMPIRE by SelflessOne
Updated Workshop Maps -
Port
Added long ladders protection by tubes around ladders
Deleted a few fences near train rails
Added hardware in both bases to blow up
Change spawn position of Terrors a bit further
Sujo
Changed the loading screen
Kadesh
Rehauled lighting
Added tons of new props
New pathways
Night (has night vision)
Added Demo
Added 2 spawn points for Terr
Fixed foliage not appearing in low settings
Bug Fixes:
BugFix (164) - Unable to hear nearby players reloading:
Player reloading weapons nearby should now be heard
BugFix (166) – No sound when grenades hit objects:
Grenades now make sounds depending on material of contact
BugFix (493) - Silent Weapons:
Player shots (throughout the clip) should now be heard
BugFix (503) - Players teleport (rubber band) back to previously climbed ladder:
This behavior should no longer happen
BugFix (315) - Grenade short throw when trying to toss a regular grenade:
Left click = normal throw strength and over hand animations
Right click = short throw strength and under hand animations
BugFix (075) - One sided "Dirty Glass" material in wolfrun doors:
Now is visible from both sides of the door
BugFix (045) - Hostages do not stop when the controlling player dies:
Fixed as part of Hostage improvements above
BugFix (086) - Hostages get "stuck" in narrow doorways:
Fixed as part of Hostage improvements above
BugFix (468/501/475) - Footsteps inside buildings (multiple maps) return the same physical material, ignoring various different materials used:
Fixed as part of Map Updates above
BugFix (481) - Ammo count changes to that of a picked up weapon (when different weapon is selected):
The Ammo amount for your currently selected weapon (such as grenades from the example below) will no longer change to the ammo count of the picked up weapon
BugFix (486) - Able to fly around the map after J2C is interrupted by knock back animations:
Fixed but requires community testing to fully confirm
Patch 3.0.31 - HOTFIX 04 Dec 2017
We have a few fixes from the recent patch that we wanted to get in everyone's hands. Keep reporting if you see anymore issues!
_____________________
HOTFIX
Cove:
Various enhancements performed to decrease the rendering demand
Patch 3.0.30 Bugs:
Bug(503): Upon death, player's body may teleport to location of a previously climbed ladder
Fixed but needs community confirmation issue is resolved
Bug(502): Satchel is still visible when their body disappears due to TPV camera distance (related to the fix for bug 498)
Backing into objects now put you in 1st person as it should and satchel is not visible unless you look down to force camera up so you can see you whole character.
Bug(508): Characters can sometimes "Double Dismount" from ladder tops
This issue is highly dependent on player's network conditions, so any continued events should be reported.
Patch Notes 3.0.30 & Server Downtime
Servers are offline while we update them for the latest patch. As there are updated workshop maps as part of this release, please ensure you get the game update and the dlc update to avoid any issues. Running a verify after the initial download will ensure you have all content and is recommended.
Right click on game
Select Properties then Local Files tab
Click on 'Verify integrity of game cache" and let it run till complete.
Introduction of 5th Official map - "Cove' by SelflessOne
--current game mode is Extraction, other modes will be considered based on community test results
--dev team conducted extensive testing on map to fix issues prior to release, identify J2C, breach points, ladder placements and deliver a fully playable map
--now available for community feedback and suggestions
Rank Limiting
Servers now have the ability to set min and max rank level for play
Appropriate messaging added to inform players when their connection is denied due to rank limiting
User Created Rooms
Added "Respawn" enablement field to UCR interface
Notes:
-will only run respawn mode on those elimination maps setup to run respawn
-can be set "on" with a range of maps and will play non-respawn or respawn when appropriate to the maps in user list
Removed non-operational "Spectator" related fields from UCR interface
Updates:
Player Camera issues:
Major overhaul of player camera system to prevent camera "bounce" and camera clipping into character when against objects or during scenarios where camera was blocked from movement. This specifically addresses the following bugs:
Bug(497): Players can look too far upwards when in prone, causing camera clipping issues with character body
Bug(197): Camera "Jitters" when an obstacle is between the player and maximum follow camera distance
Bug(499): Character's head obstructs camera view with nearby obstacles behind player (Camera may also go in to player's head)
Messaging Improvements
Revised messaging framework to display most pertinent messages for the scenario to players. Less relevant messages now print to log instead.
Bug Fixes:
Bug(495): Players can switch weapons while on ladders by using Prev/Next Weapon commands
Players can no longer switch weapons while on ladders
Bug(496): When viewing other players on a ladder, their whole character turns left/right instead of remaining attached to the ladder
Player's head now turn while on ladders (but not hands)
Bug (496): In "shot blocked" player movement when turning head is strange
Player's heads now turn while in "shot blocked", but not hands/shoulders (unless "gunshot" condition)
Bug (468): Factory - some surfaces sound like metal instead of wood or concrete
Physical material fixes were made within Factory to correct this
Bug(489): Corrected identified conflict with a specified game peripheral device driver (GSpy drivers)
Bug(332): Blood Splatter effects when not taking damage
Due to the nature of this issue, it will only be confirmed via the larger community playing on varying hardware and network conditions
Workshop Maps:
Blood Trail updates for lighting and Hostage extraction zone
Luceria updates for optimization, lighting
Sub Rosa update to remove doors
Patch Release 3.0.28 - Nov 5, 2017
Servers are down for update with this latest patch. Lots of new content and some critical fixes included for your enjoyment.
__________________________________
Weapons:
New weapons added:
AK-5
BR-3
Val
AR36
BP-85
SMG45
Model 16
ACOG view now active on M4A1 and M4A1-SD.
Reduced length of Spas12 and Model870 shotguns so they are more propotional.
Changed left hand placement on Dragonuv & Shotguns.
Performed another pass at weapon tuning, including:
General weapon behavior and handling characteristics
improving the distinct behaviors between differing classes
Tuning weapons within their classes to have more unique operational characteristics
Tuning philosophy is "Its good to be SOF"
Fixes:
Re-enabling Fullscreen --Corrected bug that prevented this window mode
Fixed J2C sky walking
Updated "Death fade" graphic added to game
Fixed Prone Aimoffset
Some rendering tweaks to improve timings
Ranks:
Expanded Rank Graphic framework to support Large & small results to reduce sharpening created by compressing large images to icon sizes
Corrected entry for small Lieutenant rank
Workshop Maps:
NOTE: Feedback or comments should be provided to thw workshop mapper who authored the map.
New
Blood Trail by Harry62
Ruins by Hype
Sujo by Newybond
Updated
Black Vein by Harry62
Desert Raid by Selflessone
Kazbah by PoisonCobra
Luceria by MikeC
Offshore by Hype
Port by Newybond
RainForest by Newybond
SandGlow by Newybond
Voting for Friday Night Fights ends 10/11.
Last day to vote for the next FNF lineup.
Click Here & Vote
https://www.sofstudios.com/index.php?/topic/12715-fnf-rotation-poll-101317/
Patch 3.0.25 Released
Servers being recycled now and some are already up. Grab the update by restarting Steam. Green Up!
--------------------------------------------------
New Features:
Dropping of Live Ordinance
If a player is holding the "Fire" button for throwables (Grenades, Flashbangs, Smoke) at the time of death; they will drop a "live" weapon that will detonate
Behavior of the dropped "live" throwable will have the same timing, behavior, effects, and potential point counts as its thrown version
Completely New Damage Indication Framework:
New framework gives better indication of when a player is hit and from what direction
Visually improved indicator graphics
Expanded to also provide indication of nearby grenades
Custom reload animation sequence for shotguns:
Shotguns now reload on a shell by shell basis instead of the former "magazine" system used by clip based weapons
Animation sets and framework implemented to more accurately reflect this weapon's loading style
NOTE: Character is not allowed to move while reloading in prone because of.... reality!
Jump 2 Climb (J2C) Vaulting:
Expanded the Jump to Climb implementation to now accommodate obstacles at various heights ranging from ~mid-thigh and higher
Animations added for:
o Vaulting over short/thin obstacles such as half walls
o Vaulting onto areas slightly higher than can be jumped on (Factory Shipping Docks for example) -requires a surface on which a player can stand or will fall off
o Jump and climbing to obstacles at "mid-height" from vaulting to the current J2C level
o J2C actions are still automated by hitting the "jump" key while moving in the direction of the obstacle.
o J2C can now also be initiated while moving sideways or diagonally (forward) near the obstacle.
o NOTE: Players can "jump in place" when near a climbable object without initiating a climb
Updated Features:
Jump 2 Climb (J2C) Locations:
Added additional locations within the official maps for J2C and the new vaults
• Sismis
o Short Walls
o Gramas house
o Half Walls
o Building in front of silo with a PORCH
o Chicken Coop
o Cars
o Stacked Chicken Crates
o Church interior half walls
• WolfRun
o Chicken coop
o Little house next to chicken-coop
o Flat bed train
o Propane tank
o Tables
o McDonalds bldg-has numerous locations
o Jumping into rail carts - removed ramps as a result
o Half circles
o Grams House
o Café Sign
o Stacked Chicken Crates
o Open Train Car
• Factory
o Dumpsters
o Flatbed truck
o AC units and ductwork
o Detonation building
o Shipping Truck
o Assembly machines in middle building
o Table Carts in middle building
• Temple
o Walls on walkway to double breach
o Half wall on birdbath exit
o Big pool below birdbath
o Small wall behind plant building
New "No Weapon" run animation set:
Character movement when running without a Primary/Secondary weapon improvement
Ladders:
3rd pass to refine feature, addresses potential character “freeze” under some key press situations
Grenades:
Adjust grenade to a more desirable volume level on initial explosion
Adjust grenade attenuation to improve distance falloff
Satchel:
Add collisions to bomb, so moveable carts cannot be rolled over it
Match Summary Updated:
Background updated to reduce clutter
Mild re-arranging of Player Entries
Added Player Assists stats
Added awarded Rank Score values (not displayed when in unranked rooms or respawn matches)
HUD updated:
Magazine and Fire Rate images are no longer displayed when not applicable to equipped weapon (such as mines, grenades, C4, etc)
Shotgun fire rate graphic is now a shell versus a bullet
Graphics/Maps:
Factory:
Laundry carts can now be interacted with
Sneakers sway like the hanging mannequin
Got rid of fall loop behind exit of 3rd floor paint room
Stairs to shipping removed with addition of J2C vault
Sismis:
Variety of collision fixes to allow for roof access enabled by J2C addition
Leaderboard and Player Stats:
New Background
Bug Fixes:
Bug (461): Players head is at awkward angle when planting
Bug (456): Optic overlay remains 1 sec after zooming out
Bug (039): Cannot change stance (to/from prone) while reloading
Players can now change to/from prone during a reload. Because this action requires two hands, the reload is stopped during this stance change
Bug (389): Can't Crouch While In Reloading
Players can transition to/from Stand/Crouch while reloading
Bug (466): Phantom equipment appearing at map "Center"
<*>Fixed issue where depleted equipment inventory objects would appear in "mid-air" at the map's center
Workshop DLC (New Maps!):
Luceria by Mike
Port by Newybond
Patch Release - 3.0.21
Releasing a new patch this morning. Servers will be offline while the updates are completed.
-------------------------------------
New Features:
RANKS
NOTE: The current ranking system is only for testing and WILL be changed once the necessary data has been obtained. Players will be able to quickly rank up during the validation of this new framework. Once validation is complete, the existing logic will be replaced with something closer to the final logic and stats will be reset.
Players can now progress through 20 levels of Ranks
This is a first pass at the progression logic to test the framework and will change prior to release
Players will currently rank up roughly every 100 "Ranked Points" to begin with a slight increase as levels increase.
This is an internally calculated score and is NOT the same as the "Game Points" awarded
Updates:
Increased Hostage characters speed by a small amount
Jump to climb rework of networking
Sismis: Bush added behind stone wall in Terr spawn area to prevent spawn to spawn shooting
Bug Fixes:
Bug (444): Nades and other various explosions can kill players behind cover/walls
Bug(451): Scope Overlay displayed when spectating
Bug (452): Red X for "shot blocked" indicator shows too far out
Bug (453): When player dies while in J2C, they play death animations instead of going to physics state (ragdoll)
Bug (454): Auto Kick for Idle Time not working
Bug (455): Player's Rank Graphic on the In-Game HUD was not updated with new rank images
Workshop Maps:
Update to Kadesh for bushes and culling distance
Patch Release 3.0.20 - 02 Sept 2017
Releasing a new patch this morning. Remember new features are first pass and we would appreciate constructive feedback to help us in moving to the next level for these.
If anyone has connection issues with this new download, try a verify first and if that does not work, delete your Saved folder and use the menu option in game to reset your options.
Players will now be able to "Jump to Climb" select obstacles. Note: This feature will be enabled for additional objects, as identified, in future patches.
Players will only be able to Jump to Climb on to objects that are of a specific height and taller than the player. A solution for shorter objects will be addressed in a future patch.
To initiate J2C, a player simply needs to walk/run approach an obstacle and jump towards it, no action key press will be required
Known J2C objects
Simsis:
Broken building in front of church to allow side access without using ramp
Coffin building several locations enabled
Rock wall by Terrorist spawn adjusted and j2c added, fence removed as no longer want rock wall access restricted
Terrorist "Rug Room" building by the breach wall
WolfRun:
Rail car at far right SOF side knocked over and j2c added
Flatbed truck added to far left Terr side and j2c added
Factory:
All Shipping Containers now have j2c
Temple:
SOF side Top of entrance on both sides to allow spot for SOF snipers
First pass custom hand placement for weapons
Custom framework created to handle new dynamic Hand placement on all weapons for all stances
New animations for "No weapon" stances
Added a dedicated animation framework for equipment items so characters are no longer using pistol animations when holding equipment
Updated stances and transitions to accommodate the new equipment animations
Equipment items (grenades, smoke, mines, etc) now display in player's hand when active
Equipment is place in appropriate hand, throwables in right and placeables in left
When the item's inventory is depleted, the character is no longer shown as holding the item
C4 is now a weapon:
C4 is now treated as an equipped weapon, just like mines & claymores so you must switch to that slot and use the fire button to place (no more action icon)
C4 can be placed on ANY wall, object, character within arms reach of your player (excluding team mates)
C4 has the same fuse timer as before (5 seconds)
Breachable objects in official maps become highlighted when the player is nearby with their C4 weapon equipped. This is to make it easy to tell what objects can be breached without guessing or trial/error.
Players are limited to 1 slot of 2 C4 charges (like with claymores)
C4 is limited to SOF only
C4 charges can be "scooped" from fallen players that had C4 equipped (like with all other scoopable items)
Death Fade:
When a player dies, their cross hairs & reticle are removed and a "Bloody Vision" image is displayed and fades out.
Expanded Stat Tracking System:
Now includes:
Completed Team objectives (such as planting/defusing bombs or extracting hostages)
Bombs Planted/Defuse
Hostages Killed/Extracted (for killed hostages, lower is better)
Melee Kills
Grenade Kills
C4 Kills
Penalty Deaths
---------------------------------------
Updated Features
Animations:
Melee animation has been sped up significantly
Knockback animations were cleaned up
Player Profile Screen:
Updated to reflect additional stats
Framework for Start of Ranking System (coming soon!):
Build is underway with custom scoring model and badges. Currently ranking is not enabled though you will see references to ranking and a new badge for ranks in game.
MVP Screen:
Match Accuracy Ratings are now limited to factor "bullets" (grenades will no longer effect the value).
Loading Screen Updates:
Proper Map Loading screen is now displayed when first joining a server instead of the default Ha-Hour screen
Added proper logo to represent Workshop maps on their loading screen
Mini-Map:
Hostage indicator on MiniMap now disappears from Terrorist Compass when under the possession of an SOF player
Hostages:
Hostage characters' run speed increased slightly. We will access whether it needs to be increased further based on community feedback.
Map Updates:
WolfRun:
- trees moved to block spawn to spawn sniping and allow SOF to exit spawn, also added additional shrubs for cover
Factory:
- all objects in background had setting changes to reduce rendering cost
-added an additional stairway to the front of the Assembly building between the two container openings to allow quicker access and improved lighting in that zone
-removed some of the physic enabled props and relocated other props to improve FPS in Assembly building
Weapon updates (aesthetics):
-1911 handgun has new textures and settings to allow for a standard weapon suitable for both fractions
-Created new scope lens for M4A1, M4A1-SD, Dragunov, and SR25 weapons, lens was missing from previous models
------------------------------
Bug Fixes:
Bug (419): Compass Items not updating since Aim Offsets were added
Bug (): Respawn was no longer cleaning up bodies
---------------------------------
Workshop DLC:
Updated version of Kazbah with fixes to glitch spots, textures and optimizations
New map- Kadesh by Mike C
NOTE: This map appears to primarily be a sniper map. It will be featured on a separate server for a few weeks so the community can test and provide feedback on whether it should be added to the regular rotation.