'83 - Quality-of-Life Patch #8
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[p align="start"]Today we're releasing a smaller quality-of-life patch with a number of changes/fixes which are tested and good to go.
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[p align="start"]Our current development focus continues to be our first major content update and we will start sharing more of what it will bring to '83 as early as next week - keep an eye out!
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Changelog
TL;DR:
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Environment reverb setup – echo and reverb has been adjusted throughout the game based on the environment. See audio section for further detail.
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Fixed various issues with freelook and bipods
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Auto Squad assignments updated to favour generating more squads (this also replaces squad leader vote kick, commander vote kick remains)
Audio
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Various refinements of ammo check audio for multiple weapons – tidying up sync, design and foley
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Tank engine and track attenuation refined. Tanks should now be clearly heard approaching but won’t dominate the mix
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Tidied up reload foley, interior audio and timing for various weapons and equipment inc. AK-74, M3A1 Grease Gun, binoculars, RPK-74
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Minor mix changes to weapon tails. Added significantly more low end to all weapons in both 1p and 3p, making weapons feel punchier and more aggressive. Also made minor mix tweaks to ambience.
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Mix pass and reduced volume for of end of round UI audio.
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Added greater pitch variation to RPK-74 1p firing tails to stop any phasing issues that could occur in edge cases
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RPK-74 Interior firing 1p audio support
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Separated out 3p coughing and 1p coughing. Mix pass on these.
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Mix tweaks to bullet impacts which were too loud.
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Reverb pass on the game. Added convolution IRs for 4 environments (Forest, Mountain, Interior Small, Interior Large). Distributed with data asset approach attached to volumes. Mix pass and auxillary send pass. Affects all diagetic audio in game. Works in conjunction with on going work on environment tails for gunshots and explosions.
Code
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Fixed freelook causing issues when using the bipod
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Modified auto-squad assignment checks. Instead of just filling each squad sequentially until the slots run out, it will now prioritise squads with the least number of players. Squads with 6 players or more will also no longer be considered for auto-assignment unless it is not possible to create any new squads, or the player is the last on the team (we don't intentionally put players in a squad solo (likely to remain solo)
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Battlechatter audio will follow the characters mouth, including when they ragdoll – so no ghostly screams left over if the body moved some distance (i.e. falling etc.)
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Fixed being able to fire when holding the fire button while the bipod is deployed and going prone
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Votekicking: Fixed some UI issues
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The votekick button to initiate a vote will disappear when clicked or if another vote is already currently taking place
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Added a guard against the widget staying on screen forever, with a looping 2s timer to check for stale votes to manage visibility
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Clicking a vote now greys out all voting buttons
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Added RCON command to toggle team balancing on the server. Previously team balancing was always enabled.
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