Servers are coming down to be updated with the latest patch. Our apologies for the down time.
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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!
Thanks everyone and Happy New Year!
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Patch Notes - 3.0.36
100% Character Overhaul
– 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