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Patch 28 June 2017 - Release 3.0.9.8

My apologies for the late post on this.

The team released a large patch late yesterday for everyone. As always, many new features are first pass so we expect there will be a need for future tweaks and ask the communities support to report or make suggestions so we can continue to improve these features.

With a large patch such as this, we need to get more online playing to truly see what might break. We will be releasing hotfixes to address crashes that may happen so you can expect updates will be coming We really appreciate everyone helping us make H-Hour better!

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New Features:

Ladders:

H-Hour now has ladders! Climb up to key spots using auto-mount, climb down using the action key or slide down (s+f). This is first pass of this logic. We will be evaluating impact on game play and the ladder locations using feedback from the community to determine next steps for this feature.

Ladders have been added to the following locations:

  • Factory:  Ter Silos & SOF ShowRoom to Roof
  • WolfRun:  SOF Spawn building & Broken Barn
  • Sismis:  Apothecary, Church, Windmill and TER Broken building

Ladder models, Textures and construction system created to allow for wood and metal ladders that can fit a variety of building/site heights.

Ladder animations incorporated for mount, climb, descend, slide, dismount

  • Ladders can only be mounted while in crouch or standing
  • Ladders can be mounted from below by moving or jumping directly on to them while faced towards the ladder
  • Players can "Slide" down the ladder by holding the Action Key (F by default) while using the down/backwards key
  • Players are displayed an available Action to mount ladders from above (for climbing down).  This is to prevent accidental mounting of ladders when not intended while moving around on the above surface
  • Players can "look around" (within a reasonable amount) while mounted to a ladder
  • Footstep sounds for all ladder types created and added
  • Ladder blueprint developed for workshop mappers

AimOffsets & Natural Character Movements:

The Animation Core framework was amended to add AimOffsets for all stances and gun positions. Additional animation work was done to characters for twisting, looking up or down. This allows for a more natural fluid looking character when looking around or playing.

  • Feet will move now when body is twisted
  • Players can look up or down while idle, walking or running.
  • Player head follows direction of input (mouse/controller) and body turns when turn radius level reached.
  • Players can now "Look Around" even when not being allowed to "turn" such as when on Ladders or Planting/Defusing the bomb

NOTE:  It is known that planting items (satchel, pmn, claymore) will ignore the character's "aimoffset" rotation, and instead use their "true" direction.  This is planned to be addressed later
NOTE: If you do not see your feet move when rotating in idle, try putting VSynch on in Video options so your rendering and monitor speeds match.

Players can "drop" bomb on demand:

If a player with the satchel looks down at the ground while standing or in crouch, they will be presented with an action icon allowing them to drop the bomb.

Firing while Reloading:

Weapon reloading will now cancel if the player has 1 or more round remaining in the clip and fires during the reload process

Updated Effects:

Updated Water Explosion effects for Grenades, PMNs, & Claymores

In-Scope Shot Blocked:

Players in scope sometimes are unaware their rifle muzzle is close to an object that will prevent them from hitting their target. To address, the shot block logic was expanded to include:

  • Displays a Text warning when in scope and weapon muzzle is obstructed within 1M

Team Kill Manager:

An automated process was developed to handle potential in game abuse of friendly fire while allowing for the unintended occasional team kills that may happen. If you are warned, be more careful!

  • TK Mirror: Player death when teamkill numbers warrant a warning
  • Player kick: Repeat offenders are kicked
  • Added Player Death to Kill Feed

Updated Game Features:

  • Migrated Game and Workshop Project to 4.15.3 Engine due to a critical engine fix for crashes being experienced by players (as seen in provided dump files)
  • Animations - Stand to crouch and crouch to stand animations have been shortened and sped up.
  • Animations - Guns have been raised while in relaxed position to allow for faster transition to guns hot. 
  • Animations - Relaxed rifle stand and crouch blendspaces have been updated.
  • Guns "hot" for character now replicates properly to all other players
  • Shot "blocked" for character now replicates properly to all other players
  • Players can now access the "Unicorn Roof" in Temple via the previous skill jump
  • Improved Weapon Direction validation logic for hit registration
  • Fixes to weapon muzzle fire particle effects
  • Updated Key Mapping customization to also include the new 6th inventory slot binding

Graphics:

  • Added new bomb action graphic tiles for Planting, Defusing, and Pickup/Drop
  • Removed Headgear & Eyewear Armory Tiles as there are currently no customization options available
  • M4A1 and M4A1-SD textures upgraded
  • Ak74m textures upgraded
  • M16 textures upgraded
  • Rpk textures upgraded
  • Sr25 textures upgraded
  • White smoke model textures upgraded
  • Grenade model textures upgraded
  • Pinzgauer truck textures upgraded
  • New Pinzgauer truck with Desert Camo textures added
  • Re-worked Claymore "Pickup" model and properly textured
  • Syrian character texture upgrade for scarf
  • Some tweaks to character hair for hostages

Official Map Level Updates:

An optimization sweep was completed on all official maps (WolfRun, Temple, Sismis and Factory). This is not final polish and more optimizations will follow in the future, i.e., Factory requires more intense review. However, this should help many running minimum spec systems.

Factory Updates:

  • Updated Factory Bridge replication so late joiners (applies mostly to respawn) would see the bridge in its proper state
  • Made Optimizations with the rain system within Factory to hopefully improve FPS on that map for most players
  • Replaced Windows in Factory "Show Room" 2nd Floor to make the location more usable and less of a hideout
  • Removed the railing blocks within Factory "Assembly" (middle) building loft
  • Add soft lights up above I-beams to prevent chaos with players completely hidden up there (rebuilding lighting to test)
  • Changed Factory Lightning system to have varying Lightning/Thunder effect intensity

WolfRun Updates:

  • Flowers resized
  • Wheel barrow resized to match characters
  • Fix under SOF side bridge to bring ground up to abutment

Sismis Updates:

  • Added bounce lights to improve some light situations for buildings caused by the environment lighting
  • Added bounce lights to area around memorial in church to improve visibility of plaque
  • Removed all shadow casting from Ivy as it overlapped numerous times and caused excessive black shadows

Bug Fixes/Closures:

  • Bug(080) - Camera clipping (in doorways) for certain buildings in Wolfrun/Sismis
  • Bug(090) - Bullets blocked in the center of blown breaches (where C4 is placed)
  • Bug(096) - Missing Camera collision on boarded windows in Sismis Hostage Building
  • Bug(094) - Soft spot in Large WolfRun Bridge
  • Bug(098) - Water Explosion effects disrupted by the water body
  • Bug(099) - Bullet decals do not  move with the hit object, example:  doors
  • Bug(125) - WIP : Factory Mesh Gaps
  • Addressed Mesh Gaps in Railings on Factory
  • Bug not closed due to other unaddressed building gaps still existing
  • Bug(131) - Glass Electric Meter in Factory doesn't block camera and can obscure view
  • Bug(133) - Characters can get stuck in Factory when running up the stairs to buildings (SOF Spawn, TER Spawn, and Ter Bomb Plant Building)
  • Bug(135) - Factory : Soft Spots in railings
  • Bug(227) - Reported Grenade Soft Spots in Sismis Apothecary & Hostage Building
  • Bug(235) - Camera Soft Spot in 2nd level Temple Stairs from bath
  • Bug(321) - Double tracers created when firing weapons
  • Bug(338) - GamePlayer Debugger is accessible
  • Bug(342) - Long or Multi-Line UCR Names can interfere with Server Browser Display
  • Names are now limited to 38 characters and will not accept multiple lines
  • Bug(343) - Living/Dead teammates should be able talk during Round/Match cool-down time
  • Bug(375) - Temple Soft Spot allows for planting claymores inside certain objects/walls
  • Bug(377) - Reduce Claymore arming time (is now 1 second) NOTE:  The delay is to prevent players from accidentally detonating their claymore immediately if they desire to rapidly plant another
  • Bug(374) - Unable to plant PMNs/Claymores on stairs/terrain with reasonable slope
  • Bug(378) - Claymore display when changing Loadout in Armory appears "cut off"
  • Bug(379) - Significant FPS drops during sustained Gun fire
  • Steps were taken to reduce the burden of weapon impact effects on systems.  There will always be added overhead to displaying these effects, but we hope that this impact will be significantly reduced for many players NOTE:  Higher end graphic cards are expected to see smaller differences in FPS vs lower end cards
  • Bug(380) - Reticule is still visible when option is set to hide
  • Bug(382) - Key Bindings interface in the Options UI do not show the Inventory_6 binding
  • Bug(383) - Unable to turn while planting (Addressed by a new feature)
  • Bug(): - Character's camera moves in to his head when in deep enough water volumes

Community Map DLC additions:

  • Himitsu Temple by Mr_Q_Blaze
  • Kazbah by PoisonCobra
  • Sub Rosa by SelflessOne