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Server Downtime & Patch Notes- Release 2.7.6.17

I will be taking the servers offline at 1230 PM EST for 30-60 minutes to apply the patch and setup and deploy some workshop servers for everyone. Please make sure you update your game in Steam to apply the patch. If you plan on using the Workshop servers make sure you have subscribed to the currently released workshop maps before trying to join those servers.

Public maps can be found here.

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Patch Notes 16 August 2016

This build includes all updates needed to allow for the latest version of workshop editor; integration so creators have access to action for doors, loading screen option for their maps, destructibles for lights and objects and all game modes. It also includes the following changes/additions:

  • Changed Lobby logic to allow game start with 3 players in Lobby and 2 in ready up status.
  • Lobby wait time adjusted down from 30 to 20.
  • Fix for AcetyleneTank_Short so it displays its materials properly. Tank is now visible with the correct material in WolfRun and Factory.
  • Added blocking volume in Factory Manequin Shipping Room to prevent players from walking along a slightly protruded beam by the 2nd floor office platform.
  • For Sismis, the fog intensity has been dialed back to allow more light source into the map so things do not look as washed out. You now get some light haze with the lower fog setting but are not blinded by the brightness of the light. Many objects in the map had their lightmap settings increased to remove black appearance. Testing noted improvements in FPS in this map with the changes.
  • New code for using multi-threading for workshop map loads so users can play the game while downloading.
  • New "Steam Schronization" message on the Main Menu to alert players that Workshop content is being pulled from the Steam folders and integrated into the game files on game startup. Recommend players wait till the integration is complete before joining a server.
  • Tooltips have been added for the Lobby and In-Game Options menus to help players understand the purpose of the various settings. Will be added to the Main Menu later as time permits.
  • Create a game menu changed to reduce font size and prevent overlap on game mode field for maps with longer titles.

Workshop changes:

Because of the significant number of changes to the build process, migration process and the addition of many new features, all Creators (whether new or old) MUST read the provided Workshop Guide if they hope to be successful in creating map content with the new H-Hour Editor.

The new H-Hour Workshop Editor was created to greatly improve the process of migrating content from both the older H-Hour Editor engine versions (now done by Copy) and from the base UE4 - 4.11.2 engine itself (Merge). Make sure you read and understand this section of the guide before beginning the process of migrating your maps. Doing so will save you hours of unnecessary cleanup afterwards.

The new Workshop Editor also improves the packaging process and rejects packaging of content that does not meet file structure requirements. It is the responsibility of Map Creators to closely monitor their packaging logs so they identify rejects due to structure errors or missing or incompatible file errors in their content.

The Workshop Editor is now fully integrated into our game and access to certain features were enabled. This allows creators more flexibility in game modes use and access to map options. It also comes with the requirement that Creators must now mirror H-Hour's level design structure when creating levels. This means all community maps MUST now have an Elimination game mode as their main level and from that add sub levels to enable additional game modes they may want. So every community map will have at least an Elimination game mode as their main map.

New EditorApp content includes:

  • Creators can add sub-levels to their main map to deploy map versions running any or all of the following game modes; Extraction, Sabotage, Demolition and Breach. Special settings required to enable bomb spawns, plant zones, breaches and hostages are noted in the guide.
  • Creators have been provided with a blueprint to allow access to H-Hour's door action and sound (experimental) feature.
  • Creators have been provided with a blueprint to allow the addition of breachable walls.
  • Creators have been provided with a blueprint so they can create and deploy destrucibles such as blown bridges or other assets.
  • Creators have been provided with blueprints to allow access to H-Hour's breakable lights, point and spot light feature.
  • Creators have been provided access to load their own loading screen for their map game modes.

The H-Hour Uploader has also been updated to reflect new validities to enforce map content requirements and protect existing Workshop content from Creator mishaps. Make use of the "?" help added to each field to ensure the file paths you enter are correct. This will not prevent Creators from uploading content that does not work but it does protect the integrity of the files so other mappers content is not overwritten accidentally. We will continue to monitor and work with those mappers who upload broken content to the Workshop.

The H-Hour Workshop Guide has gone through a significant overhaul. With new features comes new complexities so it is critical all Creators read and use the guide. Map mapping in UE4 is a time consuming and lengthy task. Use of the guide will help you be successful. We tested with some using and others not using the guide. Those who did not, significantly added to the time and energy needed to make their maps workable in H-Hour.

Disclaimer: As testing was limited to a small group, bugs and/or guide change needs may still exist. Please report any issues you find in the Workshop area of our forums so we can determine if future updates are required.

Special thanks to the following community members:

A thank you for helping the studio dev team in this huge undertaking by testing the tools:

  • Thanks goes out to Vice_President and SelflessOne who had to test while the guide was still in development. They did things the hard way in order to be able to provide feedback on the best migration path to take for the maps.
  • Also thanks go out to PoisonCobra, PurpleUrkel, Mr_Q_Blaze and UNITEDIFALL for participating in the second wave of testing by migrating or creating maps with the new tools.

Two special shoutouts are also due for effort above and beyond:

  • The first is to tconscout (Nikita) who actually took on the task of a new user creating a map so she could vet the sections of our guide a new user would follow. Her feedback and suggestions for improvement to the guide was an enormous help in making the guide flow as it should.
  • The second is to SelflessOne who took it upon himself to create breach, a new door sound and breakable light assets for the community to use in their maps.