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  3. Developer Briefing #84 - TPP Animation Overhaul, Audio redesign & U7 Date! New animations, new SFX and a date! Hey everyone, Welcome to Developer Briefing #84! This week we're very excited to share with you not only the TPP Animation Overhaul but now also details on our audio redesign, which includes a full sweep of all firearms in the game! We've also received a priority message from HQ with a release date for Update 7... Update 7 Release Date! We are excited to let you know that we will be releasing Update 7 on Tuesday the 14th of July at approximately 11am BST / 12pm CEST / 6am ET / 3am PT. We want to thank the entire community for your support and patience, and we can’t wait to see you on the frontline! TPP (Third Person Perspective) Animations - First Look! The best way to check out the new look TPP Animations will be in game next week, but we wanted to give you a sneak peak to let you know what to expect in the next update. TPP Details Upper body and lower body is now procedural This system is going to be foundational, and we can now create unique elements in it (procedural aspects such as idle animations of a character smoking, or mixed varieties of sprints and walks) We will take this further, but focused on FPP first due to it influencing the entire feel of the gunplay We would need to spend hours showing you all of the new animations, but with the new update just around the corner our time is best spent making sure we get this out to you asap. Check out the introductory TPP video below! We will continue to smooth out and bug fix all animations following Update 7. If you missed the FPP Animation showcase last week you can check it out below Images from the Mocap sessions Take a look behind the scenes at how we created the new animations! Audio/SFX Redesign - First Listen! Weapons If you’ve followed Hell Let Loose for any significant time you’ll know that we’ve undergone a long process of upgrading the systems and the sound engine that lie behind all the sound effects and treatment in the game. Update 7 will introduce some of the first fruits of these massive back-end upgrades, with a particular focus on an overhaul to every single firearm within the game - when heard from both the first person perspective, as well as at close, medium and distant ranges. When returning to overhaul the weapons, we spent large amounts of time looking for a sound treatment that the community would enjoy. Unanimously, feedback on our work-in-progress sounds currently in the game was that they lacked satisfactory “punch” - due to the fact that up until this point the current sounds were very dominant in the upper frequencies. Environment Specific In order to remedy this, we’ve built an extensive library of high quality recordings in order to work as the toolbox in the redesign of the weapon sounds. Instead of relying on single assets (ie. mp40_shotsound_01) to convey the gunfire sound - like our animation system - the new sound design is procedural and is composed of many different elements of a single gunshot (bass, high-end frequencies and so on). This means that each weapon feels contextually correct (you can now far more accurately estimate the calibre of weapon type from range, as they are all sorted per calibre). In addition to tackling the specific weapon sounds, we’ve also begun marking up exterior areas. Essentially, this allows for us to dynamically alter the weapon sounds according to the environment in which they’re fired. What you’ll experience in Update 7 is the first iteration of our Open Field, Urban and Forest weapon treatments. With later updates we’ll be applying similar treatments to the interiors of all types of buildings currently in the game. Adam, our audio designer, has quickly captured some of the above mentioned for you in this DEV WIP video. Have a listen! Automatic Weapon Rework The method to which we trigger automatic weapons has also finally undergone a re-work. The old method would see us triggering a sound every time a bullet was fired from the weapon. While this is accurate, it also resulted in the audio being very obviously tied to frame rate. As a result, many players would report that numerous weapons weren’t matching their real-life rates-of-fire, and at worst - poor frames-per-second would induce a stutter effect (especially on weapons like the MG42). Fortunately, we’ve now switched to a looping method - where the sound and visuals are disconnected from your frame rate. You’ll notice that no matter the framerate, your audio should be consistent and smooth. Weapon animation sounds have also been redesigned and in future we will improve on how the weapon movement sound is reflected as the player moves around and interacts with the environment. We will also be reworking footsteps, sounds to indicate stance changes, vaulting and mantling sounds and every other aspect of audio in the game. Vehicles We’re continually working on both the technology, assets and mix behind the way we handle vehicle audio. This coming update has seen the inclusion of sound mix modifiers which reduce the volume and high frequencies of exterior sounds when the crew are inside the vehicle. The volume of Interior and Exterior vehicle sounds have been reduced to better aid with mixing and also crew communications when inside the vehicles. We have also removed a bug that would ramp up the vehicles volume when traversing up terrain. For reference we are aiming to design the vehicle experience around the historical accounts of crewmen during the war, gameplay functionality and also take inspiration from films and media such as ‘Lebanon’, ‘Battle of tank T-34’, and of course ‘Fury’. These vehicles became home for the men who crewed them, and we’re excited to continue improving all sound aspects of these into the future. Audio Channels An Audio Channel Voice Count option has been added to the Audio Option Menu. This setting allows user control over how many audio channels are used up at one time. A mono sound file uses one channel of audio and a stereo file uses two channels of audio. Up until this update we had a limitation of 32 audio channels playing at once and in some cases one weapon fired in TPP would use up to 12 channels of audio, now weapons never use more than 5 for the core sounds. Currently, the game consists of an equal mix of mono to stereo files, but to aid in better pinpointing the location of certain sounds we aim to replace some stereo files with mono files in future. Option in Audio option menu (Default is set to EPIC) We would advise players to adjust these settings to suit their own preference and PC specs. LOW = 32 Channels MEDIUM = 64 Channels HIGH = 96 Channel EPIC = 128 Channels Additional changes Footstep volume slightly increased. Rocket fly by sound added to Panzerschreck and Bazooka Projectiles. Sound mix modifier additions applying volume and EQ ducking to weapon firing, explosions and when the player is underwater. Fuse sound added to german grenades. A few additions of foley to certain animations (Throwing Grenades, Vaulting, Weapon equipping). Vehicle internal MG reflection sound. Volume radius increased to AT impact sounds on vehicles. New Bullet Fly By sounds. In Future we will add sounds for subsonic rounds. Future Audio Looking towards the future, we’re going to be tackling the following: Explosion Overhaul We have now begun working on explosion and heavy weapon sounds (grenades, rockets, mines, tank rounds, artillery etc.). Like the firearms, these too will be modified by the environment in which they occur. We will take a modular approach to the explosion sounds by layering and randomising sounds to play based on the size of the explosion ie. small, medium or large and also where that explosion occurs. Ambience Overhaul With the focus and attention being given to the more prominent sounds, we’ll also be addressing the per-map ambience. While not as important as the weapon or explosions, ambience is essential in building out the game world and immersing you as a player - from wildlife to wind, to the quiet creak of idle machinery. As our latest maps have been released we have been testing ways to randomise ambient sounds with the inclusion of wildlife ambient spawners in Purple Heart Lane and Hill 400. Foley overhaul Foley is another area we identify that has lacked attention but is one we are excited to improve. Whilst ambience brings life to the world, the foley soundscape is crucial for reflecting your interactions within the world - whether it be leaping a wall, adjusting your stance or changing a barrel. We have ideas to improve and add additional footsteps, the sound of the gear worn, the interaction of the weapon by the player and much more. Engine Features new and continued Mixing Occlusion Reverb (Potentially) Listener Focus Naturally, we'll continue to work on improvements and tweak for all weapon sounds. See you in Carentan That wraps up this week's Dev Brief! We hope you liked what you saw and look forward to hearing your feedback on our new animations and audio, both now and once you've got stuck into Update 7 next week. You deploy to Carentan July 14th. See you on the frontline.
  4. Hey everyone, Welcome to Developer Briefing #83! Before we get stuck in we'd just like to say welcome to the new players that have joined us recently in the Steam Sale, we hope you're having a great time with Hell Let Loose - you've joined the frontline at a very exciting time for us. This brings me on to today's Dev Brief, the First Person Perspective (FPP) Animation Overhaul Reveal! Thanks again for everyone's patience whilst we prepared for this moment. To give you an in-depth look at what's coming in the near future Max and Spono have put together a walkthrough video for your viewing pleasure. Over to you Max! The Animation Overhaul: FPP Edition - Words from Max Hi everyone, Initially we weren’t quite sure how best to show you what we’ve been working on today, to fully explain all the changes under the hood - and then how it feels to play - would take the better part of a day. Finally we settled on putting this video together in an effort to describe what you can expect in Update 7. In watching it, we realised we missed talking about several huge additional new features and changes. We’re going to try and produce another video next week to describe everything we missed, as well as dive into the TPP side of things too! What you’re seeing today has been the product of months and months of work from our incredible animation team. Rick, Jacob, Niko, Roman and James have all done huge amounts of work and re-work to deliver the system you’ll see in the video. Like the ballistics system, it’s not something you’d usually do with a live game, and to manage to integrate this, as well as optimise it has been nothing short of an Herculean effort. From all of us here at Black Matter, we’re so excited to let you get your (photoreal) hands on it so that you can truly experience it. Finally, we want to apologise for our delay in releasing Update 7. Many issues arose that we felt could compromise the introduction of the new system, and so we decided that several weeks more worth of QA testing would be the best strategy for ensuring the best experience possible. That said, we failed to properly communicate that, and as such we’ll be making larger efforts in the future towards transparency. We'll have news on a firm release date for you in the rather near future. We want to remind everyone that Hell Let Loose is still in Early Access. We still have a huge amount of optimisation to do, as well as continual bug fixes and the introduction of more content. We continually read feedback given to us across our channels - please keep contributing, as it’s very valuable for us as a team - Thank You! Enjoy the video: Next Week: Animation Overhaul: TPP Edition! That wraps up this week's Developer Briefing! We'd love to hear what you think of the FPP Animation Overhaul that we shared today, so let us know in the comments and over on the forums. As always, thank you so much for your continued support - you, the community are the heart of Hell Let Loose! We look forward to taking you through the Third Person Animation Overhaul next week. If you liked what you've seen today and are yet to join the battle, Hell Let Loose is currently 25% off in the Steam Summer Sale: https://store.steampowered.com/app/686810/Hell_Let_Loose/ See you on the frontline! View the full article
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  6. Hey everyone, Welcome to Developer Briefing #83! Before we get stuck in we'd just like to say welcome to the new players that have joined us recently in the Steam Sale, we hope you're having a great time with Hell Let Loose - you've joined the frontline at a very exciting time for us. This brings me on to today's Dev Brief, the First Person Perspective (FPP) Animation Overhaul Reveal! Thanks again for everyone's patience whilst we prepared for this moment. To give you an in-depth look at what's coming in the near future Max and Spono have put together a walkthrough video for your viewing pleasure. Over to you Max! The Animation Overhaul: FPP Edition - Words from Max Hi everyone, Initially we weren’t quite sure how best to show you what we’ve been working on today, to fully explain all the changes under the hood - and then how it feels to play - would take the better part of a day. Finally we settled on putting this video together in an effort to describe what you can expect in Update 7. In watching it, we realised we missed talking about several huge additional new features and changes. We’re going to try and produce another video next week to describe everything we missed, as well as dive into the TPP side of things too! What you’re seeing today has been the product of months and months of work from our incredible animation team. Rick, Jacob, Niko, Roman and James have all done huge amounts of work and re-work to deliver the system you’ll see in the video. Like the ballistics system, it’s not something you’d usually do with a live game, and to manage to integrate this, as well as optimise it has been nothing short of an Herculean effort. From all of us here at Black Matter, we’re so excited to let you get your (photoreal) hands on it so that you can truly experience it. Finally, we want to apologise for our delay in releasing Update 7. Many issues arose that we felt could compromise the introduction of the new system, and so we decided that several weeks more worth of QA testing would be the best strategy for ensuring the best experience possible. That said, we failed to properly communicate that, and as such we’ll be making larger efforts in the future towards transparency. We'll have news on a firm release date for you in the rather near future. We want to remind everyone that Hell Let Loose is still in Early Access. We still have a huge amount of optimisation to do, as well as continual bug fixes and the introduction of more content. We continually read feedback given to us across our channels - please keep contributing, as it’s very valuable for us as a team - Thank You! Enjoy the video: Next Week: Animation Overhaul: TPP Edition! That wraps up this week's Developer Briefing! We'd love to hear what you think of the FPP Animation Overhaul that we shared today, so let us know in the comments and over on the forums. As always, thank you so much for your continued support - you, the community are the heart of Hell Let Loose! We look forward to taking you through the Third Person Animation Overhaul next week. If you liked what you've seen today and are yet to join the battle, Hell Let Loose is currently 25% off in the Steam Summer Sale: https://store.steampowered.com/app/686810/Hell_Let_Loose/ See you on the frontline! View the full article
  7. Developer Briefing #82 - Carentan! Say hello to Carentan, your next frontline in Hell Let Loose! Full scale urban combat Accurate map recreation Iconic locations Fight street to street, room to room. See more https://bit.ly/DevBrief82 See previous Dev Briefings here: https://steamcommunity.com/app/686810/allnews
  8. Hey everyone, Welcome to Developer Briefing #82! This week we're starting to formally reveal and go into detail on some of the content you'll be diving into when Update 7 drops in the near future. This week, Lead Developer Max is taking you on an introduction to the next map coming to Hell Let Loose... Carentan! Introducing Carentan Hi everyone, Max here! For a long time we’ve wanted to put together a proper urban map that took the more open-field combat of Hell Let Loose and placed it in a dense, built-up environment. To do that effectively and in a way that captured both the best of gameplay and the best visuals relied on us building up a huge asset library that would allow us to curate gameplay, as well as create a convincing urban landscape. We’re incredibly proud to finally reveal that our next map will be Carentan - coming in Update 7 alongside our animation overhaul and many, many other additions. Carentan is very different to every Hell Let Loose map you’ve played before. We studied all the feedback from Sainte-Mère-Église (our urban test-run). From this we boiled down key elements that made up great urban warfare and then set about building a pipeline that would allow us to deliver this in an optimised way. Carentan is hugely iconic - first made so by Band of Brothers, and then by the countless iterations of the location in games - starting of course with Call of Duty 1. We wanted - in typical Hell Let Loose fashion - to recreate the town exactly and lay it out in a way that enables you to fight the battle at the scale of the real-life engagement. All the most iconic locations are present, but in their own location. You’ll be able to fight from the Cafe Desire Ingouf and the Cafe De Normandie, through the train station and all the way to the Arcades of the Place de la République before crossing the canal locks into the countryside. As you can see from the tactical map below, the key to Carentan is owning and protecting the bridges crossing the canals to the north, as well as the four main thoroughfares through the town itself. The town is huge - easily the largest playable urban landscape that we’ve ever attempted. Building a photoreal town from to-scale reference is no easy feat - and to achieve that we’ve taken the liberty of closing off many of the 2000+ gardens that lay nestled behind the street fronts. Like the battle itself, we wanted to consolidate the combat to the streets, squares and houses. As such, we’ve curated key locations and access points as happened in the real battle. We’ve tested player density considerably and are confident in the brutal street-to-street and house-to-house fighting. We’ve changed much of our level design ethos and systems in the last six months. We’ll explain this far deeper in it’s own Dev Brief, but you’ll notice that Carentan has a much higher level of consistent detail in every location. Beyond the town itself are the low lying flooded fields, the outlying farmhouses and the Mont Halais position - a hilltop flak position that overlooks the train station. We’re starting to prepare for the launch of Update 7 in the coming weeks and the coming dev briefs are going to contain some of the biggest changes to the game that we’ve ever made. ‘Caption This’ Competition by MoscaTnT - The Winners Thanks for all of your submissions to the recent HLL subreddit competition that was run by our very talented community illustrator MoscaTnT. We were very taken back by the response from the community and we will be sure to do more of these or similar comps in the near future! So if you haven’t done so yet, make sure to follow the subreddit for all the glorious future content! If you would like to check out the other submitted captions here is the link The Winners We decided to give an extra key away, as the judges were torn because there were so many good captions! 1st Game Key goes to _SGP_ For: 2nd Game Key goes to PANZERmx For: *Drumroll* And the winner of a Custom Designed Avatar from Art creator MoscaTnT and Game Key goes to Uomodelmonte86 For: The prize in all its glory: Steam Summer Sale 25% Discount & Next Week's Developer Brief! Prepare for Carentan, grow your unit, join the battle right now in the Steam Summer Sale with a 25% discount: https://store.steampowered.com/app/686810/Hell_Let_Loose/ The battle for Carentan draws near. Be ready for battle. Now, about Dev Brief #83... We can confirm that next week's Brief will be on the Animation Overhaul! You've all been very patient, thank you. We're incredibly excited to finally share this game changing overhaul with you. To tide you over until then, we've got a screenshot for you... See you on the frontline. View the full article
  9. Hey everyone, Welcome to Developer Briefing #81! This week we've got a message from Black Matter and a very juicy AMA where Game Director Max answers your questions. We're also excited to let you know that starting next week we'll begin to share with you some first official looks at the new content coming in Update 7... A Message from Black Matter It’s hard to believe that it’s been a year since Hell Let Loose first entered Early Access. As a team, we’ve worked hard to introduce as much content as possible, while also polishing, bug fixing and overhauling significant aspects of the game that we knew could be better. This AMA interview was a great opportunity to sit down and chat through the philosophy behind the game and Black Matter as a studio. Over the course of the development of Hell Let Loose, our remote little team has grown in size and process - from individuals to departments. All the while, we’ve never felt better about pushing the quality and scale of every aspect of the Hell Let Loose experience as far as it can go. We hope that our upcoming Update 7 will best demonstrates that. We also have to recognise how great it is for us as Developers to have such a fantastic community - that is both positive about the title and patient with us. This encourages us to be as open as possible about the future of the game, and the way that we work on it. It also enables us to continually question what could be better - or what aspect of the game needs work. Ultimately, this is still the early stages of the development of Hell Let Loose - when we think about the years to come. The next Update will complete a huge part of the structural foundation for the game moving forward towards our release from Early Access. We’re incredibly excited to show you what we’ve been cooking up and we hope it excites you for what lies ahead! A Message from TEAMDIXX! & Community x Black Matter AMA! Here's Chuck: Over the past several weeks, volunteer staff from the HELL LET LOOSE community have worked closely with the content production team at TEAMDIXX to combine and organize questions from loyal community fans and produce this highly anticipated Ask Me Anything video. In this interview, Max, the CEO and Game Director at Black Matter, and TEAMDIXX founder, CHUCK DIXX, discuss the journey from the game's start-up, progression throughout the year, and features still to come. Check out the AMA in all its glory below: Be sure to check out the video description for any and all links, and timestamps! See you on the frontli... Battlefield! Looking towards Update 7 That wraps up this week's Dev Brief! We hope you like the AMA, there's a lot of great questions in there that have some exciting answers. From next week, as promised, we'll be sharing new content in our briefings on the run up to Update 7. You've all be incredibly patient and we look forward to finally starting to pull back the curtain on what you'll be getting stuck into in the near future. Oh and in regards to the caption competition from last week, we've picked a winner and will be revealing all in the next Developer Briefing! See you on the frontline! View the full article
  10. Hey everyone, Welcome to Developer Briefing 80! This week we're going to be detailing the Omaha Beach revamp which will be arriving alongside the Foy revamp AND a brand new map in Update 7. Before we go into that though we want to let you know that we've got so many new features to show off, but we’re very keen to reveal these off closer to the release date. To keep you in the loop on that we want to let you know that next week's Developer Briefing will be the Community x Black Matter Developer Q&A Session that was recorded with Team Dixx recently. The week after that you can expect us to start sharing brand new content, including the new animation system - Thank you all so much for your patience on this, we can't wait to share more and discuss it with you. Now, back to Omaha! Omaha Beach Revamp Alongside Foy, Omaha has had a significant revamp leading in to Update 7. We’ve remodelled large parts of Vierville town (with more to do) in order to create better gameplay, better visuals and better optimisation. We’ve also relit the map - learning from the photoreal techniques we used in Hill 400. This has better improved the atmosphere and unique feeling of that dark, overcast morning of the 6th of June, 1944. It’s also using photoreal values to create a far more natural transition from dark interiors and shadows into daylight. After releasing Sainte-Mere-Eglise, we stepped back and started to heavily examine the ways we do urban environments and combat. Often we hear players excited for specifically urban environments, and so we were keen to break that down in order to establish what makes great urban combat in games that do it really well. Previously, when creating a map we’d place buildings individually next to one another. Some would be open, some would be closed. We’d often then drop in buildings and individual props around those buildings, trying to shape them into the most convincing layout for the space and the era. While this worked, it resulted in thousands of tiny gardens and yards that ended quickly in tedious gameplay - where players would either be in one of the many rooms of the house, or they’d be sitting behind a corner in one of a hundred gardens. In addition to this, the sheer number of objects and their placement resulted in lots of “bitsy” gameplay that not only tripped you up as you moved through environments (especially before our new vaulting mechanics have been introduced), but resulted in ugly and uninspiring gameplay. Revisiting this, we’ve started to build out many archetypal compounds for both urban and countryside usage. We’ve also created entirely new building assets. We’ll do a deep dive on this in a later dev brief, but our philosophy around mapping these locations has now changed for the better - enabling us to spend a much larger amount of time on medium sized portions of the built environment that we can then adapt into the maps. The end result is not only a higher concentration of detail in the environment (with far more microprops and visual interest), it’s also a much larger mixture of cover, interesting ways to traverse the environment, as well far more considered lines of sight. We’ve also taken into account specific locations to drop spawnpoints and other deployables. We’ve also lit these environments to give them an especially atmospheric feeling (very useful for low light or night-time conditions). This also means attacking and defending is far more reliable. Instead of enemies moving in from all directions, these environments can be locked down far more successfully, while fighting through them is far more interesting (ie. crouching through a blown out hole between two buildings in order to uproot a sniper in the attic). As new assets, compounds, buildings and props come online throughout the course of our Early Access period, we’ll be fleshing out strong points across all our maps to ensure that each presents a new challenge. We have a huge amount of work to do across the current Western Front maps, and we’re excited to bring each to the same level of quality while offering a unique experience per map. New FPP Hands and Arms With the implementation of the all new hands and arms for our animation overhaul, we’ve set about creating matching sets for all available uniforms in the game. We feel this not only is the expected visual to match your choice of uniform, we also have some interesting things in store when it comes to dynamic mud/blood and dirt... Caption Competition! You may have seen some hilarious and awesome Hell Let Loose comic strips floating around recently on our Sub-Reddit and Social Media pages. These were created by community artist and all round awesome player u/Moscatnt (Reddit). They now want you to caption the above image to win some sweet prizes: Custom Avatar Illustration Hell Let Loose Steam Key To enter your caption you must post it in this Reddit thread. Good luck everyone, we look forward to seeing what you come up with! That wraps up this week's Dev Brief, let us know what you think of our upcoming improvements to Omaha! Have a fantastic weekend, we'll see you on the frontline. View the full article
  11. UncleMonty reporting for duty sir! Been playing on the HLL server for a while, and enjoyed the times I was invited into the F2Jg squads. Great bunch of lads, so thought I'd sign up. Haven't joined a clan for anything for a while - last time was OGHF (Old gits having fun) for COD World at War about 10 years ago! A bit about me - I live in Berkshire, UK. Staring at the wrong end of 40. Wife, coupla kids. Work in the videogame industry, but better not say which company. I'm keeping up the Celtic theme, as parents were both from Co. Kerry, Ireland, and all my rellies are still there, although I was born and raised in the UK. Look forward to seeing you all on the servers. (and my tag is a reference to Uncle Monty in Withnail & I - my favourite film. Not sure why I picked Monty, but its possibly coz we're both terrible ****s.) -Monty (uncle)
  12. Hey everyone, Welcome to Developer Briefing #79! This week marks Hell Let Loose's first anniversary since it launched into Steam Early Access. Time has been flying by and so much has changed since we first clashed on the frontline of Hurtgen Forest. To mark the occasion Lead Developer Max has stopped by to put together his thoughts and thanks to you, our community. Max has also taken the opportunity to look back at exactly how Hell Let Loose has grown and developed over the last six months, whilst also looking ahead to what the future holds. Oh and we're totally revealing some new helmets for the German forces... One Year in Review - A Year in Early Access Hi everyone, We’re excited today to mark exactly 364 days since Hell Let Loose launched into Early Access on Steam on June 6th, 2019. It’s been an enormous and exciting journey so far, and it’s felt like the year has flown by. Indeed - if Hell Let Loose launched with the Allied invasion force on D-Day, then we’ve been fighting in-game nearly a month past the German surrender! During this time we’ve had huge amounts of fun watching as you - the community - deliver us excellent feedback in order to help us continue crafting the best experience we can. It’s hard to believe that the initial Early Access build featured only one tank per team, no leaning or vaulting, one gamemode and only three maps (Sainte Marie Du Mont, Hurtgen Forest and Foy). With more than 5000 submissions to our version control, and not a single day without one (including the weekends!), we greatly enjoy our work. Below we’ve included an image that breaks down the largest additions or changes to the game. That said, for the best idea, the notes for each patch and update truly detail the full scope of the changes. For those of you who have not played for a couple of months, you’ll be returning to a very different game. For those of you who haven’t played since release - it may as well be an entirely new game altogether! Thank YOU! We want to say a huge thank you to the community - not only to those of you who have just joined recently, but particularly to the very first backers of our crowdfunding campaign - all the way back in 2017. Without your initial support, Hell Let Loose would not have got off the ground. Over the coming months we’ll be making good on any final rewards promised to each Backer tier. Because of the continued success of Hell Let Loose, we’ve been enormously proud to build the team up to better support the title in every department. Our small team of 7 at the launch of Early Access has now transformed into 15 - enabling us to overhaul fundamental aspects of the game in our ever present push to deliver the best experience possible. The Future If you’ve followed the development of the game so far, you’ll know that we enjoy dropping as much content as humanly possible - alongside large scale bug fixes and systems overhauls. The future for Hell Let Loose is incredibly bright, and our initial plan to support the title across new theaters. We’ll be releasing huge amounts of information over the coming weeks about what our roadmap to leaving Early Access looks like - and we’ll also hint to the future beyond it. Please be assured that this is still the early stages of the development of Hell Let Loose. There is so much more for us to do - including new fx, sounds, environments, maps, customisation options, weapons, Commander abilities, optimisation and many other things. Every step we take will be taken as it always has done, side by side with the community. Your thoughts, suggestions and feedback have been integral to Hell Let Loose's development and will continue to do so. Our current goal right now is to integrate many of the new optimisation and mapping techniques that we’ve refined into all current maps. We have a good idea of what our 1.0 map list looks like and so we’re excited to make sure that each map is just as performant and fun to play as all the others. Once we release Update 7, we’ll be pushing forward to finalise a version of the game that we feel reflects a successful 1.0 launch, before we move on to more new features, content and lots more. While so much has happened in a year, we expect the gap between version quality and total breadth of content to be even more significant this time next year. Some of the largest quality overhauls that you’ll experience are yet to come! From myself and all of the team, thank you. New German Helmets That wraps up Max's message! So, at the start of the brief we mentioned new German helmets that are on the way - let's take a look at a few that you'll be getting your heads on in the near future: Thank you for an amazing first year. We'll see you on the frontline!View the full article
  13. Hey everyone, We're just letting you know that Hell Let Loose is currently 20% off as part of the Team17 Publisher Sale! If you've been waiting to join the frontline at a discounted price or looking to get your friends into the action now's a great time! What's next? We're closing in on Update 7 and we're incredibly excited for what's coming with it: Full 1st & 3rd person animation overhaul New firearm SFX New urban map Further optimisation & bug fixing And more! If you'd like to learn more about the Hell Let Loose community, come say hi / join a team or clan feel free to visit our Steam forums, Discord channel[discord.com] and sub-reddit - newcomers are more than welcome at all of these places. You can find the Developer Team chatting in all of the above locations, we're all about listening to and engaging with our community as we journey through Early Access together. Welcome to Hell Let Loose, we'll see you on the frontline. https://store.steampowered.com/app/686810/Hell_Let_Loose/View the full article
  14. Hi everyone! While we’re busy at work on Update 7 we wanted to get a release out to fix the persistent crashes and other issues present in Update 6 as soon as we can. Whilst Patch 11’s primary purpose is to address the crashes introduced by Update 6 it also targets as much low hanging fruit as possible. As a team, we’re currently working with military precision to achieve our Update 7 release goals. It is absolutely enormous and will be one of the most significant Updates to Hell Let Loose during our Early Access journey. Patch Notes Content Additions Sainte-Mère-Église US Offensive Layer Added - US forces can now go on the attack in Offensive Mode! New Free Seasonal DLC The M43 Combat Uniform entered use in the European theatre in late 1944. After D-Day, Paratroopers were issued complete M1943 uniforms, and infantry units began receiving the uniform parts issued individually. Just like the Winter Warfare pack, this seasonal DLC is free to anyone who owns the game. To get this seasonal free DLC you must download it from the Hell Let Loose Steam Store page. https://store.steampowered.com/app/1313020/Hell_Let_Loose__Summer_Warfare_Pack/ Please note, whilst the uniform will be added to your Barracks inventory, you will still need to fulfil the required role level requirements to equip it in battle. Our Seasonal DLC is designed as a thank you to our dedicated community and to reward veteran players. Please rest assured we will re-activate these DLC packs throughout the year - for free - so stay tuned for the return of the Winter Warfare pack later this year. We've also got something for the German forces in this patch with the addition of three new customisation options in the form of our first hats and caps. No download required here, you'll find them in your Barracks upon downloading the patch: Please note: Glasses / goggles & smoking paraphernalia are not live yet, these will arrive at a later date. eins zwei drei Enjoy! Changelist Performance Optimised all character models through fine tuning of LODs. This will lower CPU burden across the board. Crashes High probability speculative fix for “ballistics crash” - the key crash affecting both servers and clients (96% of all current client crashes and 100% of all server crashes). Fixed secondary crash (3% of all current client crashes). HUD/UI HUD image for a Recon vehicle's 3rd seat does not correctly scale when zoomed in on certain resolutions. 'Refresh Servers' button will be unresponsive to user interaction if the cursor has not been moved off of the button since the last click Users will be unable to change between 'All Servers' and 'Favourites' if the user already has the cursor positioned over the unselected heading before servers are found Visual Improvements Fixed lighting issues across most maps - where shadows at a distance where not rendered (SME, Utah etc). Customisation Added German Visor Cap Added German M40 Side Cap Added German M43 Field Cap To access head cosmetics click on your chosen face to open a new menu Bug Fixes All closed buildings are now blocked to stop players spawning in them. Added additional names to in-game credits to reflect new team members. No window model present while sitting within the 5th seat of the Greyhound Recon vehicle Clipping issues present on multiple German Uniforms when using the Winter ‘Hans’ head variant. Graphical issues with various Winter Heads are observed on US/German in active gameplay. 'Hans' and 'Karl' have distorted textures on their balaclavas. Puma recon vehicle moves constantly after firing main weapon Recon tooltip for "Surveil" The German Puma and US Greyhound does not give any combat score when destroyed. If a player selects the Officer role after they've been kicked from a unit, they're unable to join any unit. Purple Heart Lane [PHL] Bridge has no collision with players and has one way bullet collision in sector C4 Hill 400]/b] [Hill 400] Deep rivers are not marked as red [Hill 400] The US and German lines are swapped on the deployment and ingame maps [Hill 400] The US Top HQ Heavy Tank spawn location has the exact same spawn point as the Commander's Fuel abilities spawn location. [Hill 400]Changed the rocky ground texture to possess correct footstep sounds. [Hill 400] Fuel orders confirmed within the top German HQ will place the vehicle directly behind the Panther tank [Hill 400] Spawning on the middle US HQ will spawn the player at the bottom US HQ [Hill 400] - German repair station and resupply station are floating in sector J5 Utah Beach [Utah] Most of the Log Ramps on Utah Beach, in sectors I3-I8, have no collision. Omaha Beach [Omaha] The US Recon Vehicle cannot be spawned on the middle HQ spawn. Currently Working On (in no specific order) Multiple changes to the Garrison/OP spawn meta Animation overhaul (including overhaul for MG deployment and vaulting systems) New high density urban map An enormous-scale non-hedges bridge map Another non-hedges map Overhaul of all FX in-game (visual and performance) New weapons New armoured vehicles New customisation options Continued bug fixes Continued map overhauls for older maps Continued work on sound overhaul - including all gunfire, Engineer and Support role overhauls Fixing the “re-deploy” gameplay loop Implementing satisfying logistics roles Open-topped wheeled transport and logistics vehicles New Commander abilities and fleshing out of the resource meta Continued polish on both Warfare and Offensive game modes Continued work on progression systems and experience gainEssentially - continued work on every single aspect of the game in every area. Where to next? While Patch 11 is a small update for us by the standards of our usual workload, it’s in service to the huge changes we’ll be bringing in Update 7 - easily our biggest Update to date. The coming weeks are going to start to deep dive into all the ways the game has changed - including the all new FPP and TPP animations, the new vaulting and mantling system, the new MG deployment system, the new map, the several map overhauls, the sound overhaul, the FX overhaul and so much more. Community Server Discount Lastly, Gportal will be offering a 10% discount to existing and new server owners over the next month. These links will grant 10% off HLL server rental for the duration of the period you book for... Europe/UK[www.g-portal.com] Rest of world[www.g-portal.us] After many requests, servers are now available for rental in Sao Paulo and Taiwan! For those already renting servers from g-portal, you can either wait until your current contract expires and set up a new one using the discount, or contact g-portal and they will provide you with credit equal to 10% of the value of the remaining time on your contract (so it's as though you were applying the 10% discount from today). That wraps up today's patch notes! Let us know what you think in the comments section. See you on the frontline!View the full article
  15. Hey everyone, Welcome to Developer Briefing #77! This week we're happy to be sharing with you the date for Patch 11, talking about what's next for your Uniform suggestions as well as revealing a new Uniform that's coming soon. We'll also be showing off a bit more of the revamped Foy that you'll be getting in Update 7... I'm going to hand things over to Max now as gives you his update from the team! An update from Max, Lead Developer Hi all, We’re currently hard at work on Update 7 - which is shaping up to easily be our most significant and large Update yet. Normally, it’s a very easy process for us to put together a dev briefing, as we simply deep-dive into the coming features, artwork or other systems. However, in this case we want to maintain some excitement and surprise for what’s to come, so we’ll be starting to unveil the full scope of changes closer to the release date (and there are a LOT of things that we’re excited about!). Over the next couple of weeks we’ll also be taking the opportunity to look at some of the methods and processes we use currently in the game to create the various different aspects of it. Tactical Maps and Community Talent We were blown away this week when a very talented Hell Let Loose subreddit member u/Tommy2Legs who put together an incredible Hell Let Loose style tactical map of Juno Beach - the famous Canadian D-Day landing site. Featuring the same visual language as our own maps, as well as near-perfect scale and layout, we thought it was an incredible piece of artwork. We not only wanted to show off the incredible work they did on it, but it has also provoked some discussion about pulling back the curtain on the huge amount of work that goes into creating these highly detailed maps, so watch this space! Patch 11 - May 28th! Patch 11 will be dropping shortly on Thursday, May 28th. While it feels small to us compared to our usual Updates, it fixes some aspects we’ve had fed back to us in regards to Update 6, as well as laying the groundwork for our push towards Update 7. On top of the above Patch 11 will also include some additional customisation options for your soldiers. We’ll be releasing the full change-log which will include all the bug fixes, adjustments and new cutomisations closer to the release date. Cosmetic Suggestions & Something New Well, what a fantastic response! Thanks for all your feedback on the Hell Let Loose subreddit with suggestions for new uniforms, helmets and other cosmetic additions. We’ve collated and saved all submissions we’ve received, as well as the additional information you provided. Soon we’ll start the process that’ll allow us to continue adding these to the game in an ongoing fashion in every patch and Update. We’ve also read much of the additional feedback about the customisation system itself and are looking at any changes that need to be made. We've also got a little extra something for you! Below you can find some beautiful new renders of the in-game models for the new M43 Combat Uniform for the US forces. This will be added to the game shortly. Continued Level Design Work Alongside work on 3 unannounced maps, we’ve also been overhauling and upgrading nearly every other existing map in the game. We thought we’d show off a bit more of the Foy work to tide you over while you wait for Update 7. We fully intend for Update 7 to drastically improve your gameplay experience across many of the most beloved maps - while at the same time we’re also working to make those less popular maps just as successful as the others. We’re paying particular attention to creating viable infantry paths from Strongpoint to Strongpoint, while also enabling access for vehicles. While open 200m fields lead to poor infantry gameplay, cluttering the entire map with constant objects will harm vehicle gameplay. We’ve played a huge amount and identified a relative cover density per meterage. With this in mind, we’ve been making copious notes on particularly challenging or boring Strongpoints or map locations and have been building them out with greater detail and level of interest. Please bear in mind that the following images are as work-in-progress. We’ve built out many existing Strongpoints with additional approaches. Studying the farming infrastructure of the Belgian countryside, we’ve worked hard to create interesting and varied approaches. Previously, a great weakness of Foy’s gameplay was the un-ending and coverless fields - where wire fences would often result in an impossible assault across 200m+ of open ground. With these changes, we expect armour to be just as potent, but with greater and more intense and interesting infantry battles to take place on and between the Strongpoints themselves. The AA position has had several open and closed buildings added, with particular attention paid to eyelines and access points. The push between the AA position and Trainline now features a pleasant birch forest on the east side of the trainline, including semi-destroyed German positions and supplies placed in the forest to conceal them from the air. While the fastest route is to push along the train line itself, capturing this wooded area will provide a defensible spawn location and an easy place to support the fighting at both Strong Points. Dugout Barn has been overhauled, retaining the tiny farming buildings at the corner, but expanding it with a trench network and several other larger structures. We’ve created more openings in the wire fences, and replaced several of them with stone walls so as to create more hard cover for the open-field battles. These deeper trench networks feature locations designed for in-cover spawn placement, and will provide tense CQB gameplay as they’re flushed out. That wraps up this week's Developer Briefing, we hope you all have a fantastic weekend! See you on the frontline! View the full article
  16. kelso

    Newbie..

    Hey guys Kelso 30 from UK just joining your all for bit of teaming up in HLL.. been converted to the dark side by ghost... see you all in the good fight.
  17. Hey everyone, Welcome to Developer Briefing 76! This week we're sharing with you some news on: an upcoming patch, fixing server crashes, how Update 7's development is going and how we want YOUR suggestions for what customisation items you'd like to see in-game. Let's get stuck in shall we. Patch 11 We’re currently finalising the lock off for Patch 11. Patch 11 will sit between Update 6 and 7. It's designed to reduce the amount of server crash, and client crash issues that we’ve had reported since the release of Update 6. In Patch 11, we also fix some low-risk key issues reported by the community in Update 6, as well as introduce some new customisation options and a new Offensive mode overlay for an existing map. We also introduce some optimisations. Update 7 Things are full steam ahead as we work on Update 7. It’s an absolute beast of an update, and one we’re incredibly excited to release. At the moment we’re adding smaller touches to the animation system (eg. bespoke camera animations for reloads and gadgets/tools/meds), as well as working through any bugs. In addition, we’re revisiting absolutely all connected areas of the game to make sure that we fix historically disliked aspects - such as MG deployment and vaulting/mantling. We’ll be revealing much more of it closer to the release date of Update 7 so watch this space. Customisation - We want your suggestions! As many of you will be aware, we’re in the continual process of adding new customisation options for you to use in battle. We love seeing the community suggest different variants they'd like to see. This has led us to want to formally open up and collect all of your ideas. Once we have a comprehensive list of them we’ll create a poll and open it up to a vote. The most voted options will then be prioritised for production. That's right, community customisation content - put forward by and voted for by you. Please post your suggestions on the official HLL sub-reddit HERE When suggesting a customisation option, please include: As much picture reference as possible - with colour reference where possible. Suggested roles (where necessary). Rough time period of use.Our intent with the customisation options for Hell Let Loose is to display the broad spectrum of appearances on the battlefield during World War Two. We do not mind offering rare uniforms or helmets, so long as they are grounded in reality and were present on the battlefield during the war. As such, please bear in mind that we won't consider: Prototypes that never saw action. Uniforms/helmets never used during the war itself (1 Sep 1939 – 2 Sep 1945). Uniforms/helmets that would be considered highly improbable to see on the battlefield (like a soldier wearing a flight mask or a parade uniform).Please note: We are currently deciding on a special uniform for our high tier Kickstarter backers. We will be releasing this in the coming months as we continue to fulfill the backer rewards. Server Crashes As mentioned earlier in the week, the server crash investigation is still ongoing. Although we are seeing a bit more server stability with reduced use of RCON, we are still investigating a critical crash that we are seeing in our log reports. So the more information we have, the easier it will be to narrow this down further, and we can then introduce the potential fixes. So that being said, we are asking the community to join the punching bag servers again over the weekend. We would like to thank the entire community for the effort so far in helping us with this, we thank all the server owners and admins for your patience as we continue to tackle this together! If we can keep the following servers as full as possible as often as we can, by rejoining if they crash: NA #1 TEAMDIXX.COM :: BM/T17 COMMUNITY PUNCHING BAG :: ALL MAPS EU #1 TEAMDIXX.COM :: BM/T17 COMMUNITY PUNCHING BAG :: ALL MAPS Black Matter and Team 17 would like to thank Team DIXX for the server administration, and the reporting of the crashes. Something 'cool' to preview Finally, we’re continuing our work across all maps - upgrading the visual quality, increasing micro-terrain, introducing new gameplay dynamics and working on optimisation. You can see the introduction of a small fighting position between West Bend and the N30 Highway, as well as some farming out-buildings. Thanks to the entire HLL Community for the ongoing support and feedback, have a fantastic weekend! See you on the frontline! View the full article
  18. Aye more Celts in the clan. Everything is going as planned, MWAHAHAHAHAHAHAH!!!!!!!!!!!!!!!!!!! Welcome aboard bud
  19. Alright folks, I'm Arwoooo, new to the clan loving a bit of hell let loose right now you'll see me around on the discord/HLL server pretty much daily. I'm 30 years young and born and bread in Scotland, I work as a telecoms tech for a wireless ISP installing/maintaining a wireless network as well as running fibre around the country. Hope to catch you all around! Meow :3
  20. Dev Briefing Hey all, Welcome to Developer Briefing 75! This week Lead Developer Max is back to give you a heads up on what the team have been doing since Update 6 - Assault on Hill 400 launched on April 30th. As we’ve always said, your feedback matters and is important to us, so lets hand over to Max now and get stuck in: A word from Max - Community feedback in action & what’s next! Hi all, We’re thrilled with the reception to Update 6! Update 6 was easily the most technically difficult update we’ve ever done - with the ballistics overhaul (including hit detection rebuild) and engine upgrade wrapped together. Team Reflections The team have been playing the Update as much as possible since release - each department noting down significant fixes, tweaks or changes across the board. Animations and sound not included - we’re very happy with how far along many aspects of the game are coming along. Sound The bulk of the sound overhaul is coming with U7 and will focus largely on firearms and explosions. Animations We’ll be showing this off in the coming weeks with a huge overhaul and something that truly changes the entire feel of the game. We went back to the drawing board and brought on several talented animators to rebuild our pipeline. We’ve spent many days in a mocap studio to rework our TPP animations, while all our new FPP animations are entirely procedural. You can see a sneak peak of what’s coming below. The gloves are on! HUD/UI We’re on the right track, but some aspects of the UI can be made more intuitive, cleaned up or expanded. Some very old elements also still are present in the game that need to be tidied up and unified with the new components. We’re also thinking about quick quality of life changes we can make to drastically increase the experience with low technical or artistic risk. Metagame As the Community are also feeding back, the ninja Garrison meta and redeploy meta are both ugly crutches from our previous implementation of the spawn building meta. We’re going to be addressing these in the coming updates before we leave Early Access, as features we’ll be implementing will directly address these. For example, we’ll be implementing a much more fleshed out Supply and Ammunition metagame that will remove the need for infantry to “redeploy” (We see you, Support players). Alongside this we’ll also be overhauling the way supplies are placed, as well as introducing logistics vehicles. We’ll also be revising the way Garrisons look, and the way they’re taken down. Nearly every aspect of this gameplay loop will be revised, with the end goal being a far more intentional push/parry/block style of gameplay that relies on clever use of tactics to penetrate the front line, instead of the usual Recon ninja units. Level Design The general rule we’ve found with Hell Let Loose is that you really never can have too much cover. It’s important to have some longer range and open spaces, but if that continues for more than 100m or so it tends to make gameplay quite tedious (special shoutout to the horrible push from Bizory-Foy Road to West Bend!). Not only are we overhauling our maps artistically, but a large amount of thought is going into creating natural opportunities for Garrison and OP placement. Hill 400 and the Utah overhaul represent a new style of mapping for us - using specific internal techniques to achieve higher quality visuals and a fast way to build out higher cover areas. Please be aware, we’ll be bringing all current maps to the same quality level for the time we release from Early Access. This will necessitate the total remaking of Hurtgen Forest and Saint-Marie-Du-Mont. We will retain the layouts, but will be increasing the visuals and general flow and cover density on both maps. Roles The Commander is now feeling much more fleshed out as a role - with increased ability to influence the battlefield and add greater variation to the strategy used to win each game. We’ll continue to expand the functionality there and the way roles interrelate. This will include overhauls to the much-maligned Engineer role and Support role, as well as changes to every other role to give them a unique application (including many new loadouts, new weapons and new “gadgets”). Vehicles Our vehicle handling and armor systems will be revisited in a larger update later this year. While it’s functioning, it can be tightened up and made smoother and more reliable. We’ll be doing this alongside the community feedback we’ve received. Recon We’re going to look at making Recon marks appear only to leadership roles, as well as the player who placed them. We’re also looking at increasing legibility on the map in order to make this more obvious. We’ll also be tweaking the way Recon vehicles work to increase their effectiveness in surveillance. Optimisations We’re going to be turning full attention to this over the coming months. We know that there are many, many areas for us to improve across the whole title and we’re very excited to attack this as a team. Crashes & Punching Bag Servers We’ve discovered that the majority of the crashes are caused by a single issue - which we’re currently in the process of debugging for a fix ASAP. This is a huge finding, as fixing this issue will clean up more than 90% of server crashes . Honestly speaking, we predicted far more critical issues than what have occurred - simply due to the incredible amount of fundamental code that has been re-written. We’ll be patching the game the moment we fix these key issues. To help with finding server and client side crashes we have set up two Punching Bag servers. We are asking the community to please fill these servers from now and throughout the weekend when you can, and please break these for us! Server Names: Punching Bag Server - Europe Punching Bag Server - US East Thank you. That wraps up this week’s Developer Briefing! Thanks for taking the time to stop by and give it a read on your way to Hill 400! See you on the frontline. View the full article
  21. Valtrex

    Poll

    I'm taking a poll as I'm torn on what to do. Would you rather have a Kraken or an Idris-K?
  22. Ive really tried to play HLL. I could totally be missing something but I feel like all I do is spawn and run 5 miles. Pretty boring. Are my squad leaders just failing to stay alive up front or am I missing some other way to spawn closer to the action? R)2 felt like that at first until you got the hang of it, but after 10-12 hours of playing all Im doing is running across the map to the front lines.
  23. Ouija

    Hello?

    I still play, just not as much (life is busy). I think when helicopters are a thing the game will pick back up. The player base for the whole game has been weird for a few months with a short resurgence of old players when the did the whitelist mods for a trial period.
  24. Stevenson

    Hello?

    seems that way. sad
  25. 47 ships? Robertz be like 🤑
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