New Features:
Moved Game and Workshop to UE4 4.19.2 from 4.15.3
- Major upgrade of the engine to enable access to improved tools and processes for PC and PS4 platforms
- Completed all changes required to implement new code, fix objects, materials, processes as a result of the move. {*]Created new Workshop Editor, Uploader and Guide for the new engine version. {*]Work started for integration of new tools to existing H-Hour levels, frameworks (this work will extend over a number of patches until complete).
New "Effects Quality" graphics option:
Allows players to independently set their effects quality, allowing for FPS gains in some situation. Will only effect map aesthetic elements tied in to the effect quality framework.
New option to specify specific frame rate caps for common monitor refresh rates
- Players can select from a variety of FPS cap options, depending on which may be best suited for their system
- The default "smoothed" FPS cap is ideal for systems normally operating just above or under 60 FPS, as this can reduce stuttering experienced if V-
- Sync is enabled
- Various Fixed FPS caps can be selected to match a variety of monitor refresh rates. These can be an ideal means to reduce GPU overhead rendering scenes faster than the monitor can be displayed; thus lowering overall system demand and potentially allowing for more efficient processing of non-GPU tasks
- There is an unlimited option to release any/all framerate caps
New option to enable HDR (High Dynamic Resolution) when compatible hardware is detected (experimental)
- Enabling HDR will allow the full range of White to Black to be displayed, creating a more realistic representation of the virtual world.
- Enabling this feature may have adverse effects on the UI colors, and may require some adjusting of the game brightness values
Users can now set their desired Audio Quality
- This option does not directly impact sound quality itself necessarily (unless sounds are custom crafted to utilize this setting).
- This option is actually to allow the engine to scale resource allocations to the Audio System. It is recommended that all PC players set this to high.
UCR map rotations
UCR Custom Map Rotations are now saved for future use when the list is "Accepted"
UCR & Dedicated server option to alter game mode for Regular/Tournament style Match Win Logic
When "TournamentRules" are disabled, the match will end when one team has no mathematical chance to win/tie.
When this option is enabled, the match will end when round limit has been reached, or winning team has won over half of the allotted rounds. Gameplay continues even if losing team cannot possibly win.
New KS Hostage character:
Model, texture and implement new Hostage character – Stevie Bizzle
New KS Posters created and added:
Cove - Sam Kleppin Whiskey
Scorch - Sgt Craft Recruiting
Updates:
PS4
Integrated the necessary PS4 components into the project to allow for the beginning of game optimization for that platform
Graphic Options Resolution list now displays Aspect Ratio
When choosing available resolutions to player's monitor; they now see the aspect ratio for each entry which can aid in selecting a ratio that works best with the game (16:9)
Work on Menu System for Controllers
Many changes were made to allow controller selection of options within the main menu
Performance (WIP)
- Work to reduce GPU demand related to map landscape materials, more to come
- Add LOD system to official maps for foliage instances to reduce render draw at distances
- Work to reduce CPU demand
- Move CPU intense logic systems from Blueprint to native code. This overhaul also presented the opportunity to improve upon some network dependent systems.
- NOTE: With any optimization, higher end systems already experiencing high FPS will likely only see minor improvements. Gains should be easier to see on those systems functioning on the min spec range and as always, depend on the settings a player uses in game.
Fall Damage
Fall Damage should now be applied in a more consistent manner within a better defined range from safe to death heights
Animations
Substantial background work was done to the animations framework. The results will allow more flexibility when cleaning up animations and generally improved animations as a whole. This work was needed to allow us to begin the final pass on animation cleanup. With this final pass of the animation framework compete, we are now able to work towards a final pass on all animations. During this time we will begin to polish all animations so expect contunued improvements in upcoming patches.
A new ladder dismount was added to replace the placeholder dismount. Players should no longer jitter when dismounting the top of the ladder.
Addition of new anim groups to improve transitions.
Grenade lean throw animations have been overhauled allowing grenades to be thrown from a proper leaned stance.
Complete overhaul of the jump framework. Framework was overhauled in order to alleviate the spamming of idle jumps when moving (BF398). Due to the complexity of the new logic you may find oddities when jumping at slow speed. This framework is still a WIP though functions much better than previously. Animations have yet to be cleaned up.
Shotblocked animations and logic have been reworked. (NOTE: Lean stance shotblock do not trigger at this point)
Scorch –
- Optimize lighting components for the map to improve FPS
- Optimize materials and instances
- Replace landscape grid to fix flashbang FPS draw
- Add additional cover objects to key areas of the map
- Add some objects and effects to set the atmosphere for the map
Cove --
- Add screen and animation to arcade object
- Fixes for missing materials
- Add jump to climb to umbrella and railing to allow access to 2nd floor of hotel by 3rd pathway
- Moved map camera
- Vertex painted white door
- Correct mesh gap on arcade wall and sewer entrance
- Correct light through sniper house wall
- Extend AC Unit in wine cellar
- Cover above breach near Sniper house
- Update sign art for Tea House, side of arcade
- Changed Flag texture on hotel
Bug Fixes:
BF(089): Temple, Tree by Bomb plant; limbs have no collision (grenades can go through)
BF(136/140): Issues with using Alt-Tab (UE 4.15 Bug)
BF(376): Game Freezes win pressing Win+G for XBox stream recorder (UE 4.15 Bug)
BF(394): Camera after death can clip through objects
BF(398): Idle jump spamming allows players to quietly move around map (albeit slowly)
BF(415/585): Shot Block situations break reload animation, also prevents shotguns from reloading while in a shot blocked position
BF(491): Player is allowed to select items in non-editable map rotation list, giving them the false impression they are still able to change the first map loaded when doing so
BF(507): Available Map List for creating UCRs is not Ordered (alphabetically sorted)
Included is a correction for when removing a selected map from the rotation; returning it places the map at the bottom of the list instead of it's original (sorted) location.
BF(513/579): Jump landing sound from other players is too quiet/inaudible
BF(533): (Sismis) - Front/Rear Windshields of Atomo car in Ter Spawn have no collision from the interior, such as shooting through the windows from the open sides.
BF(545): 0 ammo count carrying over when switching from grenades to primary weapon
BF(575): Ambient Wind Audio in/around church is louder inside the building than outside
BF(578): White box on loadout upon death of spectated player (Implemented in previous hotfix)
BF(580): Setting Quick Select Assignments via the In-Game Loadout selection can result in undesired slot assignments (WIP)
BF(588): Random game freezes due to a thread termination issue. Also prevents normal exiting of game.
BF(590/600): Player is allowed to remain in scope when landing if landing from fall/jump while in scope
BF(584/604): Request: Change the Radial Inventory Menu navigation control to the Right Analog stick on controllers instead of the left, and allow player to continue moving while in the Inventory Menu
BF(597): Hostages will not enter "Grandmas" house (the broken building in Terrorist spawn near tower). Additional polish still required
BF(598): Cove: Corrected issue with grenades going through stairs
BF(601): Late Joiners cannot spectate team mates until following round
BF(607): Player goes back to "Guns Down" while still in Binocular view
BF(608): Unable to use "Look" stick on controllers when in scope/binoculars on maps with Night Vision
BF(616): Bomb plant neck twist
BF(613): Crouch jump pistol relaxed cause animation to stick
BF(609): UCR Round Time/Count is not saved
BF(610): Crosshairs return to "center" when crouching + leaning + moving slow
