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bn.hall

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  1. I'm glad you're enjoying the server! Thanks for taking the time and letting us know, it's great to hear that people are enjoying HLL. Feel free to join us on discord too: discord2fjgclan.com
  2. Hey everyone, Welcome to Dev Brief #88! This week Max is back to give the first formal details on a new mechanic that will be coming to Hell Let Loose in Update 8 - Bullet Penetration! Now I'll hand over this week's brief to Max so he can go through things... Lead Developer Max - Bullet Penetration Details! Hi everyone, When approaching bullet penetration systems, we thought hard about what would make the difference to Hell Let Loose. Hell Let Loose is a huge game in scale, and a feature like bullet penetration - if made too complex or obscure - may make little to no noticeable difference to players. We also felt that making the system too obvious and powerful would create very cheesy gameplay - with players being shot through solid surfaces and nowhere ever feeling safe. After several brainstorming sessions, we felt that the best option would be to apply bullet penetration across the game on an individual basis - both for the object being penetrated and the type of ammunition being fired. We stepped back and looked at our netcode budget (the higher the amount of complexity - the worse it’ll hold up in 100 player conditions) and then looked at how far the system would need to stretch. As a result of this we’ve created several categories - both on the material side (eg. the wood of a wooden fence), and on the caliber side (a weapon’s ammunition). We’ve built out a huge amount of materials - with several different types and styles of each (eg. wood_hollow, wood_solid etc.), each material in the game is then given a “material penetrability” value. Setting this figure essentially acts as a penetration check - if the penetration power of the round is higher than the penetrability of the material - then the round will travel through the surface. If the round is able to travel through the surface, we’re then able to set up other values in the ammunition, including numbers of times the round can penetrate subsequent objects, as well as the degrading velocity of the round and the lowered resulting damage to the player hit by the round. Eg. a player who is hit by a round that has travelled through several planks of wood will take less damage than the same round that has travelled through one plank of the same wood. Finally, we now have the ability to take our specific ammunition: ie. the Kar98k 7.92×57mm Mauser and then set its “penetration power”. This lets us tune each ammunition type to penetrate different materials with different levels of effectiveness. What we end up with is a rough breakdown in the power hierarchy of weapons, with a rough order as follows: All weapons can penetrate: Fabric Paper GlassSmaller rounds will be able to penetrate: Thin Wood PlasterLarge rounds will be able to penetrate Thicker Wood Some Brick Thin Metal (sheet metal)We’re currently working through the majority of props in the game and thinking carefully about what we want to enable with regards to penetration - as it’s important that hard cover still feels reliable and therefore valuable to infantry players. The images below should give you an idea of what we're going for: Yellow: All Weapons Orange: Smaller Rounds Red: Large Rounds Please note, like all features we release - we’ll be watching your feedback and playing a lot in order to understand what (if any) changes need to be made once this is live. To the frontline! That wraps up Max's message and this week's Dev Brief! We hope you enjoyed your first detailed information on the Bullet Penetration mechanic coming in Update 8 - Let us know what you think! In the meantime the team are continuing their work on bug fixes, optimisation and even more new content. Have a great weekend everyone. See you on the frontline.View the full article
  3. Welcome Voxfree! Someone will drop you a steam friend request Drop by our discord for a few games.. looking forward to it
  4. Hey everyone, Patch 7 is live now! I know we've said this already, but we really want to reiterate how grateful we are for everyone's patience and feedback following Update 7's launch. It's really helped the Dev & QA process as we've worked to iron out the crash and FPS issues. Lead Developer Max will be taking the reigns for the Patch Notes themselves, detailing what you can expect from today's Patch as well as what we're working for upcoming Patches and the next Update. Oh and make sure you scroll all the way to the end... Patch Notes from Max Hi everyone, We hope you’ve had a great weekend! We’re happy to launch Patch 12 today as we have been working hard to try and resolve as many issues as we could - as fast as possible. Please note that this patch is non-exhaustive, and we’re continuing work on any remaining key issues. If you have any questions about this, feel free to drop us a comment or post and we'll endeavour to answer! Performance A huge number of improvements have been made to the way we handle culling and total meshes within a scene. As a result, we expect there to be a significant performance increase across the board (5FPS+). Results will vary depending on the exact spec of your machine. Please note: These were optimisations that we were able to apply in time for the close of patch. We have continued significant optimisation work in our main branch (for release in U8). Crashes: 2 of our most aggravating crashes have been solved, with our third one sitting as top priority. Please note: We wanted to acknowledge that the Update 7 Hotfix temporarily disabled cloth physics in the game as a change in the way they are handled occurred between UE 4.21 and UE 4.23. This was causing crashes for some users. We will be bringing this back for the next Update. The Third Crash This crash is a very unusual one, in that it is happening as data leaves our code and enters the PhysX black box within the engine code. We’ve attached a huge amount of debug to replicate this. We’ve also found that some players may never experience it, while some players may experience it frequently. Some players have found that deleting their PhysX cache has solved this issue, while some find this doesn’t help. For the last two weeks we’ve been working with our QA team to try and isolate any fix reported by the community, and A/B testing it. During this time, we’ve worked our way through the majority of other issues affecting the game. We’ve dropped in several community-found speculative fixes below which are worth exploring if this crash is persisting for you. FPS Dip We’ve profiled this a huge amount and have applied several speculative fixes to address the mass FPS dips experienced by some players. In our profiling, and collection of data across the board, we’ve isolated that the spawning of 4-5 body parts per dismemberment is causing significant CPU bottlenecks on specific machines. As a result of this, we’re trailing a test where we’ll despawn unseen body parts (not visible in-camera) within a second of them being out of sight. Visual ImprovementsFixed: There are severe LoD issues with many of the buildings found in Carentan when only a short distance from them. Fixed: [Omaha] Pre-placed Garrison is clipping into a destroyed vehicle. Fixed: [Carentan] Very low quality LOD when 50m from a building. Animation We are aware of a few outstanding animation bugs, and are continuing to fix and polish. Lowered prone head bob intensity to reduce sea-sickness (we’ll be looking at implementing a switch that will allow you to disable all head bobs/camera moves in the next update). Fixed: [FPP] Missing weapon switching animation while crawling Fixed: [FPP] Wrench audio/animation does not work correctly Fixed: DF shadow appears for the player's helmet. Gameplay Several features we’ll be introducing in coming updates will flesh out the current meta for both Offensive and Warfare mode (especially looking at Offensive mode, and mixing in objectives (eg. blow up enemy gun position), but we were keen to fix low-hanging fruit as fast as possible. Enemy Garrisons in enemy territory can now be destroyed, and can be dismantled but with a longer (30 sec) dismantle time. Show difference between enemy near and overrun on Garrisons (icon will now turn red when Garrison is overrun.) Fixed: performing a partial reload with the M1 Garand gives 1 extra round on the next clip. Recon markers have been tweaked and are now visible for 60 seconds and the Recon Plane ability has a cooldown of 5 minutes. Recon vehicles remain the same. SFXAltered the way incoming fire is spatialised. After lots of play, we’ve nullified the bullet-flyby “whiz/crack” for all friendly gunfire, to better enable you to determine when an enemy is firing at you. The sheer amount of nearby friendly fire was often totally drowning out the soundscape of the gunfight. HUD/UIFixed: Create Unit screen is missing a "Cancel" button Fixed: Admin broadcast message disappears too quickly Speculative Fixes We’ve also collated several of the community-suggested fixes for those experiencing a wide variety of issues: Speculative Fix 01 Type in "%LOCALAPPDATA%" in the "url bar" down by the Windows logo on the bottom left of your screen, find the folder "HLL" and delete the entire folder. Speculative Fix 02 Try setting your audio to “low” and try to relaunch the game. Speculative Fix 03 Reinstall HLL (Uninstall, clear steam cache, reinstall). Wiped the HLL config in AppData\Local\HLL\Saved\Config\WindowsNoEditor. Cleared the Nvidia Shader Caches. Rebooted the PC and relaunched Hell Let Loose. Disable Steam Overlay.Speculative Fix 04 Also try lowering the dead body despawn to 0.5 (30s). Speculative Fix 05 Also play from a SSD or NVMe. Speculative Fix 06 Reverting back to a previous Nvidia Version also works. Currently working on:Upgrading to Unreal Engine version 4.25. While painful, this is designed specifically to future-proof us to continue working for years to come within Unreal Engine, as well as to allow us to fix current engine-version specific problems and crashes. Optimisation on both GPU and CPU. Bullet penetration. Engineer role overhaul. Support role overhaul. Adding transport and logistics vehicles. Supply systems overhaul. Ammunition systems overhaul. Unannounced New Map 01: approximately 75% complete. Unannounced New Map 02: approximately 15% complete. Unannounced New Map 03: approximately 55% complete. vTweaks to weapon sounds per feedback and constant playing. Continued application of sound “environments” per map (ie. making sure the forested areas alter the gunshot sound correctly). Refining and assigning different interiors sound volumes (industrial, residential etc.) Overhaul of all heavy weapons sounds (tank explosions, grenades, mines, bombing runs etc). Continued refinement of vehicle sounds. Scoping out voice over lines for soldiers within proximity. vOverhaul of footsteps sounds. Overhaul of bullet impact sounds. Fixing any occurring bugs. Working through visual bugs and glitches for both FPP and TPP. Refining systems for TPP to create more fluid visuals. This includes altering and expanding some methods for player inertia. Setting up new weapons. Scoping out several new gadgets. Scoping out melee systems. Working on new 3D assets for the Engineer and Support overhaul, as well as the new supply and ammunition meta. Working on new weapons. Working on new vehicles. Working on multiple new map assets. Overhaul of vehicle vision port textures to up-res them. Overhaul of lower res firearms in order to optimise them and increase visual quality. Overhaul and expansion of Crewman and Tank Commander uniforms for both forces - including additional unlockable uniforms. Polishing off outstanding aspects of HUD and UI that do not yet share the same design language. vScoping out additional force UI elements. Revising tactical map readability issues. More undisclosed items. Thanks to the entire community for your patience and support as we continue our Early Access development. We will be following up in the not so distant future with our next roadmap. Cheers and see you on the frontline! Support & Something new... That wraps up today's Patch Notes, as delivered by Max! We also just want to take this opportunity to remind you that if you do experience any bugs, issues, crashes or anything under that umbrella we've got your back! Hell Let Loose has access to a dedicated Player Support Team over on Team17's side who will give you 1 on 1 assistance to get you back into battle. You're more than welcome to use it and you can find them at the following locations: Report a Problem Steam sub-forum Team17 Website Support Page[www.team17.com] We're also lucky to have members of the community sharing useful information over on the official Hell Let Loose Discord[discord.com], so feel free to stop by there too! Now about that something new... We're pretty sure you'll have a blast with this in the future: See you on the frontline. View the full article
  5. Hey everyone, Welcome to Dev Brief #87! We hope you've had a great week. Today Lead Developer Max is back with a locked in date for the second Update 7 Patch, as well as some exciting news on Bullet Penetration and Hurtgen Forest! I'll hand you straight over to Max now who has all the info: A Message From Max Hi everyone, In the wake of the free weekend and the huge expansion of the playerbase, we’ve been hard at work looking at the fundamental issues affecting players. The key ones we’ve been focusing hard on are: FPS dips and drops General performance issues (CPU and VRAM) CrashesWe want to acknowledge that while these are our top priority issues, we have collated vast amounts of feedback around the new meta, as well as every other issue in every department. While in the last six months we’ve often separated our releases into hotfixes and huge updates, we’re bringing back the patch style release. For those of you who have been with us since our Early Access launch, you’ll recall that these releases strike a balance between applying urgent fixes, while batching larger bug fixes at the same time. We’re excited to announce that we’ll be patching on Monday, 3rd of August. This patch is designed to fix a large number of issues you’re seeing, including the top three mentioned above. We will be releasing granular patch notes on the morning of the release so you can see the full scope of what has been fixed. We’ve opted for this style of release now, as we needed a larger portion of time (approximately 5 days) to profile, isolate and fix the above issues. That portion of time enabled our broader team to also apply fixes relevant to your experience within their department. We want to give a single caveat - that a particularly aggravating PhysX crash remains. This crash is a very unusual one, in that it is happening as data leaves our code and enters the PhysX black box within the engine code. We’ve attached a huge amount of debug to replicate this. We’re also found that some players may never experience it, while some players may experience it frequently. Some players have found that deleting their PhysX cache has solved this issue, while some find this doesn’t help. For the last two weeks we’ve been working with our QA team to try and isolate any fix reported by the community, and A/B testing it. During this time, we’ve worked our way through the majority of other issues affecting the game. We love watching all the conversations about the game that occur across all our channels. Something we felt may be useful would be to explain the timelines of the development and QA process with the community. We’re keen to be as transparent as possible about this in order to assure you that we’ve identified and are tackling core issues, while also balancing a proper QA testing cycle and sign off to make sure we don’t rush to race out a patch that could make things worse. We’re also aware that the past several Dev Briefings have been quite dry in nature - due to us prioritising and fixing the largest issues affecting the community. While these are our top priority for our programming and QA team, the rest of the team have been hard at work on new content and features that you can expect to see in U8 and beyond. This week, several new features have been completed: Bullet penetration We will be breaking down this system in a detailed way in a coming Dev Briefing, but we’re very excited for the implications this will have on gameplay in the future. Initially, we felt this was a critical step in allowing us to handle penetrating soft skinned vehicles correctly, and while that’s the case, it has also opened up huge gameplay opportunities when it comes to balancing the power of different firearms within the game, as well as the specific power of different weapons. Stay tuned as we’ll be taking you through this in detail in the coming weeks... Map Overhauls: Hurtgen With map overhauls, we often don’t release huge numbers of work-in-progress images of the work we’re doing. However, we thought you may be interested when it comes to Hurtgen. The overhaul process on both Sainte-Marie-Du-Mont and Hurtgen are really “make new”. Instead of touching up the existing maps, we’ve imported the terrain height data into an entirely new map. From there, we’ve set about concepting the different gameplay aspects of the map - with better separated biomes within the map that will give you a very different experience each time you play. Previously, Hurtgen largely felt like a very dense forest map, with some open (and ugly) wasteland full of floating tree stumps and objects (whose main purpose it felt like was to block you placing a Garrison, or to totally trap your vehicle). Armour was really difficult to play effectively, and while the forest was dense, it wasn’t dense enough to make any area properly defendable. Nearly all engagements took place at 50-100m ranges - except at the scar. With our Hurtgen rework, we’ve separated out the different biomes to match the battlefield of the day - but far more clearly and with greater separation of gameplay styles. Hurtgen now has the typical dense European pine forest, but the trees have been scaled correctly and more light is let through the canopy to the floor. There is a greater density of built fortifications (trenches, bunkers, foxholes), as well as much larger usage of blocking elements (like barbed wire). This now better emulates the defences in the forest during the battle, and will provide defenders with the ability to better create choke-points and tactical challenges the attackers will need to overcome. The second biome is the most unique to the overhaul so far, and that is the destroyed forest. Burning trees, ashen earth and shell holes litter the ground to create a WW1-esque wasteland for you to fight your way across. Thirdly, a grass mountainous plain biome has been added on the North Western side of the map where the Siegfried line dragon's teeth are. This area provides huge vertical gameplay and will be a key location for armor to control in the push back and forth across the map. Prepare for long ranged firefights from peak to peak as you assault uphill. Lastly, the riverbed in the center of the map is now a functional river, requiring each team to consider the necessity to own one of the three crossing points in order to make any sort of push. Hurtgen will have Offensive mode added for both teams - with separate weather conditions each time to truly widen the experience and replayability. Below you can see some very work-in-progress images of the map, as we consider layout and sight-lines for armour, as well as infantry pathing and strong point locations. You can also see some of the references we’ve gathered to define each specific biome - in both appearance and playstyle. See you Monday! That wraps up this week's Dev Brief! Thank you all so much for your support and patience whilst we worked on your feedback and bug reports since Update 7 dropped, we're looking forward to the patch going live Monday morning (BST/CEST). See you on the frontline! View the full article
  6. Hey everyone, Welcome to Dev Brief #86! This week Lead Developer Max is here to discuss what we've learned and what we're working on following your feedback since Update 7 dropped. From bug fixes and crashes to meta-changes and role mechanics we're letting you know what the team are currently working on behind the scenes! Oh and make sure you scroll all the way to the end, we've got a little something new to show you... A Message from Max - Action Plan Hi everyone! We thought that it’d be useful to now update the community on our current action plans in as granular detail as possible so that you’re aware of where our priorities lie. This is to give you a sense of what is to come, as well as give you a behind-the-scenes look at how we’re tackling both the current issues in-game, as well as prioritising future work. In a perfect world, we’d be releasing a simplified roadmap graphic to demonstrate this clearly, however due to the current in-game issues (crashes being the most persistent), we’re going to break down our current action plan for you, then work through the current urgent issues, and then revise our timescale accordingly before releasing a proper roadmap with adjusted dates. Disclaimer: please know that this list is non-exhaustive and focuses on short term work. Programming: The programming team are hard at work with our QA team to profile and fix the two most common crashes. These two crashes are the “Map Change Crash” and the “Apex Crash” respectively. We have huge amounts of logs for both of these - working with both QA and the wider community. However, the issues for both are happening in an obscured location (garbage collection and the physics engine respectively) - making it more difficult to nail a certain fix. Whereas other crashes are quite easy to profile and remedy, these are taking the resources of our programming team, as we understand these issues greatly affect your experience with the game. Once these crashes are dealt with we’ll be tackling: Engineer overhaul. Support overhaul. Adding transport and logistics vehicles. Supply systems overhaul. Ammunition systems overhaul. Bullet penetration. More undisclosed items. Mapping: With 9 maps currently in the game, your feedback has made it clear that our focus should now be on fixing and optimising the current map rotation in the game. As such, we have the following focus for the mapping team: Updating, optimising and fixing gameplay (impenetrable fences, lack of cover, poor lighting) for PHL, SME, Omaha Beach, Utah Beach, Carentan and Foy, with heavier work done on SME. Our aim here is to make sure each of our nine existing maps have the same quality lighting, optimisation and are free of visual and gameplay bugs. In addition, we’re also making sure that gameplay feels good on each of the Strongpoints. Adding Warfare or Offensive modes to maps that do not yet have them. A total overhaul of both Hurtgen Forest and Sainte-Marie-Du-Mont with a huge focus on optimisation and unique gameplay. On top of that... Unannounced New Map 01: approximately 75% complete. Unannounced New Map 02: approximately 15% complete. Unannounced New Map 03: approximately 55% complete. Sound: Currently, we’re working through the update feedback list and expansions of the new systems: Better positionality for enemy shooters. Tweaks to weapon sounds per feedback and constant playing. Continued application of sound “environments” per map (ie. making sure the forested areas alter the gunshot sound correctly). Refining and assigning different interiors sound volumes (industrial, residential etc.) Overhaul of all heavy weapons sounds (tank explosions, grenades, mines, bombing runs etc). Continued refinement of vehicle sounds. Fixing any occurring bugs. Scoping out voice over lines for soldiers within proximity. Overhaul of footsteps sounds. Overhaul of bullet impact sounds. Animation: Working through visual bugs and glitches for both FPP and TPP. Refining systems for TPP to create more fluid visuals. This includes altering and expanding some methods for player inertia. Setting up new weapons. Scoping out several new gadgets. Scoping out melee systems. Art Team: Working on new 3D assets for the Engineer and Support overhaul, as well as the new supply and ammunition meta. Working on new weapons. Working on new vehicles. Working on multiple new map assets. Overhaul of vehicle vision port textures to up-res them. Overhaul of lower res firearms in order to optimise them and increase visual quality. Character Art: Overhaul and expansion of Crewman and Tank Commander uniforms for both forces - including additional unlockable uniforms. Continual creation of new uniforms, headwear and faces. HUD/UI: Polishing off outstanding aspects of HUD and UI that do not yet share the same design language. Scoping out additional force UI elements. Revising tactical map readability issues. Design: The largest design shift in Update 7 were the changes made to the metagame around Garrisons. We’ve been playing a lot since the Update, and feel that the game is now moving in the desired direction - characterised by much more logical flow of infantry during attack and defence, as well as a lack of “Garry bombing”. Defending is rewarded now with far fewer “360 degree attacks”, while offensive units can exploit gaps in the line in a much more rewarding fashion. To this end, the recon mechanic within the game is now far more powerful - enabling you to relay far more useful information due to more consistent enemy locations and pathing. We feel now that the flow of battle is now far more stable and provides a great basis for us to expand with new mechanics - namely transport vehicles, additional Commander abilities, the Support and Engineer rework and halftracks. That said, several issues remain - largely around indestructible Garrisons behind the lines in locked sectors. Fortunately, many of the creative ideas that the community have had about dealing with these are exactly where we want to go. In addition to the overall metagame tweaks, we’re also working on: Supply metagame overhaul. Resource node functionality expansion (enabling functional use of them by soldiers and vehicles on the battlefield). Ammunition separation and expansion (different ammo boxes for different ammo types). Engineer overhaul (new gadgets and all deployables significantly reworked to become powerful and useful). Support role reworked to alleviate the die/respawn gameloop. vAdditional Commander abilities. Specific new gadgets, weapons and loadouts to create new playstyles and interesting meta (satchel charges etc.). Community Event Highlight - Hell Let Loose International Cup Tournament 2020 As we have mentioned previously, we want to highlight more community run events, to recognise the fantastic teamwork, dedication and support shown by everyone involved in organising and running these for you all to enjoy. Something we never anticipated happening so early on in the HLL development process, was the extraordinary level of comradery & commitment by these communities and individuals. We will always do our best to make sure we support these organisations as much as we can, and want to give a great big shoutout to all communities running and organising them. We recommend to anyone who has a desire for comradery, that the Hell Let Loose training camp in coordination with participating communities, is a fantastic place to start for both new and veteran players! A word from GOD-sSs-END - Hell Let Loose Training Camp Join the HLL Training Camp Discord[discord.gg], almost at 1500 current members! “WEEK 3 of the HLL International Cup 2020 begins this Saturday, the 25th. This tournament pits 12 teams against one another in a grueling 30-minute, 18v18 match, centered on a single sector and cap. We are streaming LIVE to twitch using a high-def, split-screen format with some of HLL's top players commenting on the action. It's all free (no subs or follows required). It's just great teams from an amazing community getting together to do something SPECTACULAR. Below is the match schedule for this weekend. Matches highlighted in gold will be streamed in the new (advanced) format. Matches highlighted in purple will be streamed in standard format (Discord-based). Note: All teams get a recording of their matches, so they can review their performance and prepare for the following weeks. Two matches on both Saturday and Sunday overlap. The two streams are so we can cover and record all matches.” [82AD] IronFi$t on the HLL International Cup 2020 “It's the perfect example of HLL communities coming together and organising a fantastic tournament that spans the globe for people to enjoy HLL. The participating teams come from all over Europe and the US, and it functions just like the world cup of football or rugby. The work these guys have done in organising this is outstanding!.” Be sure to check dates and times to catch the live Cup-cast brought to you by the following channels: God_sss_end[www.twitch.tv] Cayovnzl[www.twitch.tv] Week 3 HLL ICT 2020 Schedule - Starts July 25th We want to thank GOD-sSs-END, all the members of the HLL Training Camp, and all participating communities for your contribution, on behalf of Black Matter & Team17 We salute you! Classic map revamp first look! A taste of what's to come... That wraps up this week's Developer Briefing, have a great weekend everyone! We'll see you on the frontline. View the full article
  7. Hey everyone, Wow, what a week! With the arrival of Update 7 and an awesome Steam Free Weekend the team just wanted to take a moment to say... HELLO NEW PLAYERS AND WELCOME TO HELL LET LOOSE! Welcome to the frontline, it's great to have you with us! We've been blown away by how many of you joined us in the free weekend, smashing past our previous peak CCU record. It’s very exciting for us as a team to see the interest and engagement with the title, and it encourages us only to work harder to polish off the rough edges and continue to improve and expand the experience. We’re excited to welcome you to the community and to the development journey. For those of you who are new to Hell Let Loose, Steam is a great place to find your feet with the player-base. However, we'd also like to invite you to join the official Hell Let Loose Discord & Community run sub-reddit pages. Hell Let Loose Discord[discord.com] Hell Let Loose Reddit These locations are great for meeting the wider community, finding a unit, joining one of our international clans and getting your meme on. Also, When they get a free minute too you'll see members of the team, including Lead Developer Max popping in for a chat. These channels are welcoming to all players, whether you're a new recruit or a grizzled veteran, so come say hi! You'll also see that each week we have a developer blog post, which we title 'Developer Briefings'. We use these to keep the community up to date with what we're doing, talk about community topics and reveal new content! For the Veterans and Existing Community - THANK YOU! As a 100 player title, the in-game Hell Let Loose experience is a direct reflection of the community behind it. We’re very thankful for the incredible effort made by veteran players in welcoming newcomers and showing them the ropes during this weekend. We know that while a free weekend is a fantastic way of showing the game to a wider audience, the total experience can become very mixed with so many new players. We really appreciate your patience and generosity during this time and we can directly attribute the enormity of the weekend to the efforts of the community. What's Next? FPS & Crash Reports The fundamental overhauls within Update 7 left us with significant performance and crash issues on both Carentan and the wider maps. Thanks to quick, timely and constructive feedback and bug reports on these issues the team managed to identify some of the problems and deploy an initial Hotfix. Whilst this addressed some of the issues we are aware of the crashes and remaining performance issues that are present. As soon as the Hotfix went live we started work on the next patch - designed to fix the significant issues remaining after the Hotfix. Content Feedback As part of our normal post-Update process, we've been collating all feedback from across all our channels. Everything from the meta, to current and legacy issues (FPS dips, tank physics etc.), to roles, weapons and every other aspect of the game. Update 7 represented a significant meta-game change for us, and we’re taking particular care to listen to all feedback before we make any changes. We could see that while games now felt much more tactically and strategically reliable (no more 360 degree defending), there were issues that can be ironed out - both through the implementation of coming features (halftracks, additional Commander abilities and overhauls for both the Engineer and Support roles), as well as small changes to the existing. We’re roadtesting many of these at the moment and have prioritised easier changes for the next patch. This Week's Developer Briefing & Beyond This week's Dev Brief will be written by Lead Developer Max and include a more in-depth look at the weekend, as well as our plans to address any bugs that cropped up since U7 dropped. We're also gearing up to share our next updated Roadmap, so expect more details on that too. That pretty much wraps things up for today. We'll see you on the frontline! View the full article
  8. Hi @Isooc! Look forward to playing with you. Hop on the discord when you're next on
  9. Hey everyone, Thank you for your patience whilst we worked on this Hotfix, the team have been working flat out to get it live and have already started work on a Hotfix v2 to address anything v1 misses and more. Below are today's Hotfix notes - The Hotfix will address the most common crashes, as well as include optimisation for Carentan that will improve frames across all machines. Optimisations for Carentan and all new assets present. Optimisations for player models (will list frames across all maps - especially in high population servers). High certainty fix for Client Crash 01 Speculative fix for Client Crash 02 Ongoing investigation Client Crash 03 (this may be tied to or solved by the fix for CC02)We are still investigating a couple of crashes and FPS drops, but we hope this HotFix is a big step in the right direction as we work to resolve any issues that Update 7 introduced. Your feedback has been key in helping us find a solution and we'll be combing through Steam, Reddit, Social Media and our Discord to see how this Hotfix has landed. Also a big hello to all our new free weekend players, we hope you're enjoying your first tours on the frontline - apologies if you encountered any of the above issues, we always jump straight onto bugs reported by the community! See you on the frontline!View the full article
  10. Welcome @MartinMcG1985!
  11. Hey everyone, We hope you're enjoying Update 7 and battling through the streets of Carentan. The team have been hard at work combing through all of your feedback, from bug reports to your thoughts on the new features and changes that came with U7. Thanks to your bug reports the team were quickly drawn to FPS issues and game crashes reported in Carentan and in some cases, other maps. We're pleased to announce that Update 7 Hotfix v1 will go live tomorrow (Friday) morning BST. The main focus on this initial Hotfix will be: Optimisations for Carentan Optimisations for new assets Player model optimisation High certainty fix for Crash 01 Speculative fix for Crash 02To tell you more about Hotfix v1, as well as the follow up Hotfix v2 that we're already working on, Lead Developer Max took a moment to pen a Hotfix and Development Status update for you all: An update from Lead Developer Max - Hotfix v1 Hi everyone, Thanks for jumping into Update 7 and for the great feedback. We're keen to give you the full status update of the immediate next steps. As many people have reported, several significant issues presented themselves immediately once a large number of players joined the game for this new update. While we QA each release for weeks, the largest issues normally only present themselves as soon as you start throwing tens of thousands of players at the game. This is always hugely disheartening for us as a team, as we've spent the better part of 6 weeks QAing the game and fixing more than 900 issues to prep the Update for launch. As you can imagine, having the work overshadowed by frustrating issues for you all is unideal at best! Fortunately, we've been provided with huge amounts of very useful feedback by you - the community - as well as our brilliant QA team who have been able to live-test in-game all week. We're also fortunate that our crash uploader has been working perfectly, enabling us to quickly assess the frequency distribution and triage the most common occurring to the least occurring. The whole team has been working overtime on this as we know how fundamental many of these issues are to a great experience. Current client crash breakdown: - Client Crash 01 Makes up approximately 28% of crashes experienced. - Client Crash 02 Makes up approximately 40% of crashes experienced. - Client Crash 03 Makes up approximately 30% of crashes experienced. FPS Dip: We are actively investigating a severe FPS drop of approximately 20-120 seconds that can happen mid-game on Carentan (we are looking to see if this is happening elsewhere). We are confident that we will be able to find and address the issue, but it will require some time and QA testing to make sure we understand the problem to its fullest, and make sure we don’t introduce new bugs and issues upon trying to resolve. Carentan Optimisation: While we had been continually testing and optimising Carentan on a huge variety of machines prior to the Update, there is something unusual occurring specifically with Carentan that emerges at 100 players, and varies wildly from machine to machine - often a mixture of different hardware causing very mixed outcomes. Players with traditional middle-spec machines have experienced higher FPS in Carentan than players with high-end machines. In addition, there have been other complicating issues caused by what we are terming the “FPS Dip”. What we do know is that optimisations were needed on the CPU side. Ironically, the map itself culls objects too effectively, and those objects (and the act of culling them) are run through the CPU - often locking the CPU up and causing all sorts of issues as a result. To this end, we have implemented several fixes that should immediately see a performance increase. With the performance increase, we will start to get a better idea of what are standalone issues, and what are issues that are a result of that poor performance (CPU bottlenecking as a result of poor performance may be contributing to or causing the FPS dips experienced). We also want to let you know that Carentan - like all maps we release during Early Access - will be subject to continual fixes and optimisation. We will be working continually to improve all aspects of all 9 maps we have currently in the game to meet a series of benchmarks for minimum acceptable FPS. Now that the animation systems update has been completed, we’re in a great position to dedicate our time to this and the polish and fixing of bugs that have arisen. Immediate Plan: Hotfix V1: Friday Morning BST We have been testing a Hotfix to address a majority of the issues experienced over the last two days. As soon as we started to receive crash log uploads and could profile more broadly in Carentan we began immediate work on troubleshooting them. The Hotfix will address the most common crashes, as well as include optimisation for Carentan that will improve frames across all machines. Optimisations for Carentan and all new assets present. Optimisations for player models (will list frames across all maps - especially in high population servers). High certainty fix for Client Crash 01 Speculative fix for Client Crash 02 Ongoing investigation Client Crash 03 (this may be tied to or solved by the fix for CC02) Hotfix V2: Release TBD While Hotfix V1 aims to address the majority of issues the player-base is experiencing, Hotfix V2 will address any issues that Hotfix V1 failed to solve, or any that crop up after the deployment of HF V1. As a team, we always want to build contingency plans out to make sure we have the best ability to solve any recurring issues quickly - as opposed to leaving these issues live in the game until the next Update. We will be deciding on the timing of HF V2 immediately after assessing the effectiveness of HF V1. Free Weekend: As many of you may already know, we have a Free Weekend organised for this coming weekend. Fortunately, one of the reasons we brought forward our Update day to Tuesday was to give us several days of buffer in order to apply a Hotfix before the Free Weekend got under way. During Early Access, it’s always a tricky balance to combine marketing events with significant systems overhauls. We really appreciate your patience with us as we work to get this right. The New Meta, Loadouts, Content, Bugs and Everything Else While our focus has been on addressing the immediate critical issues affecting players, we’re collating all feedback from our channels and building out a document to capture all perspectives and feelings about the new meta, loadouts and general game functionality. In addition to this, some small but humorous animation bugs have popped up - most around leaving a vault or climb. We also have recorded various bugs and issues regarding black marks on the map and Recon marks capturing your own team, as well as the turnback mechanic on Omaha Beach not functioning properly. While technical issues and bugs will always be triaged and fixed, we’re making sure we play the game continuously in order to get a sense of the new meta. We’re reading all feedback and are playing alongside the community in order to watch where it develops. Generally, we like to give each meta shift several weeks of playtime to watch as the community evolves with it. After this time, we’ll be looking at what changes should be made, balanced with coming features and changes to specific roles. Finally, we’re also looking at the option to disable or scale all camera movements. We can see that some players are experiencing motion sickness due to new camera animations. Roadmap Due to the hotfix and patching that will be undertaken, we’ll be revising the next roadmap to address any residual issues, as well as to make sure release timing is correct. As soon as we have revised timings, we’ll be releasing the roadmap. It’ll feature a huge list of everything you’d expect, but with a particular focus on optimisation and bug fixing. Conclusion While Hell Let Loose is an Early Access game, we are very keen to not use that as an excuse for poor performance, crashes or any other issues you may experience. Moving forward, we’re now free to spend significant time optimising all the content that has been added in the last year. Fundamentally, we’re incredibly relieved not to have any entire systems overhauls necessary to complete. Update 7 was a huge and very risky step forward for Hell Let Loose, but it was a necessary step in order to make sure we were set up correctly for the future. As with all fundamental overhauls during Early Access, it’s always a fine line to navigate between marketing the game and managing the risk associated with the changes. We’re very excited as a team to work from our new benchmark to continue to improve all aspects of the game, as well as implement new features. As a team, we’ll be playing a lot this weekend and next week. If you see us in-game, please come and say hi! Lastly, thank you for all your patience with us during the course of this Update and the ones before. Updating such fundamental aspects of the game has come with huge challenges and we appreciate that it’s been a turbulent experience. Please know that moving forward the technical risk we’ll need to undertake will be much less significant, and that the work done so far puts us in a great position for the future. New & Updated Tactical Maps! Following on from Max's update, lets take a look at both brand new and updated tactical maps for your strategic pleasure! First up we've got the newest addition to the game, Carentan! Next up we have the freshly overhauled Foy! As well as the updated Omaha Beach map! Last but not least we have the classic HLL map, Hurtgen Forest! Not only are these maps a fantastic way to plan your battle strategy before the bullets start flying, but you can even line them up with real-world maps to see exactly where you're fighting in-game. Steam Free Weekend - Live Now! Those looking to join the frontline or get their friends to join their unit, we've got good news! Starting at 6pm BST / 7pm CEST today we're hosting our next Steam Free Weekend. The free weekend will run until 6pm BST / 7pm CEST on Monday 20th July and includes a 25% discount on the game! https://store.steampowered.com/app/686810/Hell_Let_Loose/ This is an incredibly exciting time for all of us as we open the landing craft doors to both new players and those who want to see how the game has progressed though Early Access alike! We know that as a community you'll welcome these new recruits with open arms, bringing them into your units, showing them the ropes and maybe even giving them a spin in your shiny new Shermans and Panthers! Genuinely, we can't say thank you enough to you all for that - those actions really show off the best of the Hell Let Loose community and keeps it growing. If you happen to be one of the new free weekend players, we've got various global community hubs (Including here on Steam) where you can chat HLL, bask in glorious memes and find yourself some other players or a clan to play with on the regular! HLL Reddit HLL Discord[discord.com] Before we wrap up we'd just like to say thank you to every once again for your support this week. From the huge game changing Update 7 deployment, to your patience and feedback so we could create a Hotfix for FPS and crash issues you have all been fantastic - thank you. We've always believed that you, the community, are the heart of Hell Let Loose and this week, once again, you showed us why. See you on the frontline.View the full article
  12. Hey everyone, Welcome to Update 7: Battle of Carentan! We’re incredibly excited to launch this game-changing update today. This has been possible thanks to your continued support and feedback, thank you. There’s a lot of awesome new content, quality of life improvements, bug fixes, optimisation and more - So before you get stuck into finding out what’s new, check out the new Update 7 trailer below: Update 7 - Patch Notes Animation FPP Our entire first person perspective animations have been overhauled in two ways - first in all the underlying systems, and then in the way the specific animations look. You can read more about this in the specific Developer Briefing here. TPP All TPP animations have been overhauled at a systems level in order to make them procedural, as well as at an asset level - to incorporate the use of motion capture movements. You can read more about this in the specific Developer Briefing here. Sound All TPP and FPP firearms sounds have been overhauled. The full details can be read here, in our sound-specific Developer Briefing. Carentan (including Warfare and Offensive US) Carentan is our first majority-urban map. You can read more about Carentan the specific Developer Briefing. Please note: The sheer density of the map has been a huge challenge to optimise, and while we have made many large scale improvements to the performance, there are key aspects of optimisation that we are now working to improve. Over the course of Early Access Carentan will receive the same continued attention as all other maps as we seek to improve frame rates across the board. Foy Overhaul Both Foy game modes have received a photoreal lighting pass, including a change to all atmospherics. Foy itself has had nearly every Strongpoint assessed and revised based on feedback and player experience within the game. All are overhauled - to provide either a visual upgrade, fix collision bugs or improve gameplay. We’re working to create variation of experience in each location across the map, as well as maintaining open fields for vehicle movement. Cover density has hugely increased too, while map flow has been revised to allow for better armored encounters and easier placement of spawn points. Omaha Partial Overhaul While more work is still to be done on Omaha, many locations - including Vierville and outlying Strongpoints - have had a significant rework to include new assets - including more optimised and gameplay friendly structures and layouts. Omaha has also been re-lit to better build the mood of the fated morning. More work will be done to Omaha during the course of Early Access. Metagame Changes We’ve listened to all the feedback regarding Garrison bombing and the dissatisfaction with the metagame. Our design policy is to gently move the meta back into line with the outcomes we desire. Garrisons cannot be placed on neutral or enemy controlled sectors. We are delineating the usage of Garrisons to be positions behind the front that are designed to feed attacks and defensive locations, as opposed to functioning as a “bomb” or the tip of the spear in the assault. To this end, OPs will now function as they are intended - as faster forward spawns used by assault units. Our desire here is to encourage more intentional offensive and defensive behaviour around a defined front line, as opposed to just dropping a Garrison and flooding the point. We feel this will make defending far easier as it is less likely that a defensive unit will be attacked from any direction. Enemy Garrisons now take 5 seconds to be dismantled This replaces the proximity takedown, as the opportunity cost of removing a Garrison was too easy and low previously. To counter any spawn camping this may encourage, we’ve made additional changes below. Players cannot spawn on a Garrison if an enemy player is within 15m Garrisons now lock spawning if an enemy is within close range and moving to dismantle it. This will reduce mass spawn-killing, as well as incentivise the attacking player to close the distance to remove the Garrison. Minimum distance between friendly Garrisons is now 100m This change is to enable more even placement behind the front line and give more contingency should a key Garrison go down. Outpost cooldown has been reduced to 120s in order to allow players to maintain them In order to effectively assault into enemy territory, OPs are now able to be placed far more frequently. Sector Capture time is now reduced to 2 minutes In order to create more decisive conflicts on the point, we’ve slightly lowered the total time to capture the point. We found that in Offensive mode particularly, the contested nature of flags as well as the total time needed to capture them meant that games could run well over 2 hours, resulting in tedious gameplay and lack any decisive victory or defeat. As always, we’ll be monitoring all of these changes and the way they affect the flow of the gameplay. We are currently preparing two significant meta-changing new features: transport vehicles and Support/Engineer changes and are keen to make these adjustments before these hit the battlefield. We’ve also added the new Commander “Airhead” ability (details below) in order to enable each force better strategic ability to mitigate breakthroughs or strike into enemy territory. Teamkills Team Kill penalties now stack. Additional TKs will extend your next redeploy time by 10 seconds for each teamkill. Redeploy Using the Redeploy function on the In-Game menu now has a 20secs redeploy time All self inflicted damage that leads to death, now gives a redeploy time of 20secs New Commander Ability Airhead Defined - an Airhead is a bridgehead established by aerial drops - often into enemy territory. In Hell Let Loose, an Airhead can be established by the Commander at any location of their choice. After using the ability, your team-specific supply plane will drop a temporary Airhead spawn point at the target location. Cost: 75 Manpower Cooldown: 10 minutes All Infantry and Recon players can spawn on it. Players can spawn on it every 30 seconds for 2 minutes (approximately four spawn waves). Be careful when dropping the Airhead into enemy territory - as enemy presence can destroy it immediately - rendering it useless. Unlike the new Garrison changes, the Airhead is destroyed by enemy proximity. Recommended Uses: An Airhead can be used with coordinated Units to effectively flank and deep strike into enemy territory. An Airhead can effectively be used to save a collapsing front line. Patch Changelist Gameplay Introduced the ability to use your mouse and turn your head in vehicle viewports. We have parented hull machine-guns to this movement to enable a smooth firing/looking experience. Please note that viewports will be overhauled to re-introduce both depth of field effects and much higher texture detail. We will also be changing the hull and coaxial MGs in vehicles to use the ballistics system now that we’ve profiled performance costs. MG’s can now be deployed while the player is still moving, instead of requiring the player to stop moving first. The M1 Garand can now be reloaded mid-clip. Hovering on any Unit Officers on the map highlights all of their Unit members. Vehicle name plates to only show when pointed. We now show the health status of Unit members in the member list on the HUD: Unit members appear white when alive in-game, grey when dead/in the deployment menu, and Red when in critical state in all listed locations. Every weapon now has a recoil pattern that can be mastered. Introduced new ways for experience to be gained. Eg. experience is rewarded for placing the ammo box, as well as for each time the ammo box is used by another player. Added gameplay option to hide vote kick notifications Unit list automatically expands in the deploy menu when you join or create a Unit. Implemented an autosprint. Players can autosprint by double tapping the W key. We will refine and expand this functionality for U8. When a player is crouched, enable the pressing of the space bar to stand them up. Force dominance to going ADS while crawling. When pressing jump while prone, transition the player to crouch. Performance Continual performance updates across all aspects of the title. Lowered dead body despawn rate to 30 seconds as default. Please note: we have many aspects of optimisations still to come. Now that U7 has been released, we will be focusing our efforts on this in the near future. SFX Introduced Sound Mix Modifiers for different Seats in a vehicle. This will allow us to give each vehicle seat a different audio treatment. Number of Audio Channels exposed as a game option. Default value increased from 32 to 128. Fixed: No click SFX when interacting with the 'Invite Players to Unit' UI Fixed: The SFX for bandaging will play in its entirety if the user cancels the bandaging animation Fixed: Body hit sound. (NOTE: depending on feedback will allow you the ability to disable this in the sound settings). Fixed: Quickly traversing the cursor over the buttons within the frontend menus restarts the frontend's SFX and music Fixed: [Omaha] Ocean audio abruptly stops at a certain point of the map. Fixed: When firing and leaning right, the shell casings sound can be heard in the left ear. Fixed: The player can hear the water SFX after they have drowned Fixed: Heavy breathing audio can be heard if the player is wounded and underwater Fixed: The audio cue for confirming a new marker will play even if the marker is not placed. HUD/UI Fixed: Multiple spawn points can be highlighted by clicking on a new spawn point as the animation for the previously selected spawn plays Recon marks now pulse and are darker red to better enable them to be seen on the map. They also layer correctly in the context of the other icons on the map. Visual overhaul for EA Disclaimer when launching title for the first time. Changed the red skull icon for a revivable player to a morphine icon - to better signal to new medics that the player is revivable. Fixed: Sector names on the map will flash blue once the map is viewed for the first time during the player's life Fixed: No tooltip available for Light tanks when hovering the mouse cursor over the map key for deployment menus and overview map Fixed: Visual inconsistency between the Commander player icon on the key and in-game Fixed: The "x" icon for kicking players from the Unit is missing a tooltip Fixed:Inconsistent font and spacing in the 'Vehicles', 'Deployment', and 'Overview Map' sub-menus of the Field Manual. Fixed: US wrist watch icon is present on the German HUD instead of the pocket watch icon Fixed: [Omaha] When a strong point is nearly captured, the strong point emblem will appear full when it has not been captured yet Fixed: Inconsistency in HUD element's design during the 'Loading' and 'Loaded' stages on the artillery Fixed: Tank icons appear to be of a lower resolution than the map itself Fixed: [Map] Missing tooltips for the Repair and Resupply stations at the spawn points Fixed: On the scoreboard, there are no tooltips present when the Resource icons are hovered over Fixed: Red mist effect overlaps the ‘You were wounded by ???’ pop up. Fixed: There is no bandage icon shown when being healed by another player. Fixed: [UI] Multiple UI elements are overlapping when using certain screen resolutions Fixed: [PHL] The map title text is offset when viewing Purple Heart Lane on the Vote for Map screen Fixed: There is no red blur effect on the 'Equip Bandage' button prompt Fixed: Outpost icons are inconsistent on the Deployment Screen and In-Game Map Fixed: Long server messages set via the RCon's broadcast tool do not wrap, and will go off-screen as a result Fixed: On the Deployment Screen, the tooltip for hovering over an Outpost or Garrison icon inconsistently displays "Enemy Near" when an enemy is within 50m of the spawn points Fixed: Visible blank space on Commander order tooltips Fixed: The thumbnails shown for creating the 3 unit types are incorrectly scaled when not selected Fixed: [PHL] Strong point and underwater HUD elements can overlap Fixed: Loadout descriptions have inconsistent text size Fixed: The Artillery UI icons is difficult for the player to observe in the in-game environment. Fixed: Multiple Loadout icons appear squashed in-game. Fixed: Missing HUD icon for anti-tank gun Fixed: In the Field Manual, the Maps section is missing images for all maps Fixed: [PT] Tanks' Gunner seat is missing a "Zoom out/in" prompt Fixed: [Foy-O] Inconsistency between the ingame HUD timer and the Scoreboard timer when entering Overtime. Fixed: Fix issue where the unit letter isn't showing on the voip notify. Fixed: Turning the 'HUD Display Mode' to 'Always On' after joining a server results in the HUD to fade out as the user loads into gameplay Fixed: Cooldown timers for commander orders will be removed when the order is no longer in effect. Fixed: Various issues where tooltips and cosmetic preview heads do not update when the item is embedded in a sub-menu. Visual Improvements Suppression has been reworked to optimise the visual effects, make the blur far less ugly while still maintaining the intended effect. Previously, it was very difficult to determine whether you had been wounded as the suppression would darken your screen. We’ve worked hard to distinguish these two states. The “bloody screen” wounded overlay is now far more distinct and obvious. As your wounds become more severe and stay untreated, the pumping heartbeat sound will pulse with the overlay and become faster and faster. When killed by small-arms, your player camera will tumble much faster to the ground in line with the momentum of your body. Previously it would float down to the ground. Overhauled camera shakes when firing weapons to be calibre-specific Overhauled camera shakes when explosions occur nearby (including while in a tank). Reworked gore and dismemberment. Many features were not working as intended - including blood trails, fx and better visuals. This has all been fixed. Fixed: The Colt M1911 and Luger P08 will display a bullet model inside the chamber even though the gun is currently empty Fixed: No rotating animation present on the player in the second seat of the artillery Temporarily disabled map vote function as it was non-functional and visually irritating. We will be introducing a much nicer end-of-round map vote function in U8. We have set traditional TAA to be the default game anti-aliasing, as this looks better in video footage. However, Clarity TAA and all exposed AA settings are still available. Customisation Introduced the new Fallschirmjäger uniform for German forces, including the Fallschirmjäger helmet. Introduced the 1942 Airborne uniforms for the US forces. Overhauled Barracks to use photoreal lighting. Introduced the ability to zoom into the upper portion of the character using the mouse wheel. Fixed: The Albert head model's neck slightly clips with multiple uniforms Fixed: Clipping visible on the character shoulder when equipping the Paul head on the Heer summer and Winter uniforms Fixed: Multiple Winter Heads are missing "Winter" on their icon tooltip Fixed: The Winter Wolfgang head icon is not in the correct icon order Fixed: Visible clipping issues on the back of all German Winter head variants while crouched. Fixed: Winter Erich and Winter Alfred head variants cause clipping issues with certain German Helmets. Fixed: The Heer Panzer Cap is not properly aligned with the character head Bug Fixes Opened up collision on the drystone wall gaps Fixed: Commander Ability tooltip cooldown timers start when the user joins the server Fixed: Supplies from Supply Drops that land in high altitude assets may fall through the ground. Fixed: The audio cue for confirming a new marker from the radial menu will play even though the marker is not placed onto the battlefield Fixed: All active sectors are briefly shown as neutral when first entering the deployment menu. Fixed: Supply Drops can be placed in the out of bounds area Fixed: Karabiner 98k - sometimes will not shoot a bullet when fired Fixed: Player death is counted as a team kill after bleeding out from damage caused by their own grenade. Fixed: The player's helmet will pop off of their corpse when they 'Let go' Fixed: Being killed by a teammate that is currently on the deployment screen does not show the 'You were killed by teammate...' message Fixed: Tooltip Cooldown timers for the Commander orders will be removed when the order is not longer in effect Fixed: German Recon vehicle can be spawned on top of Players on all maps. Fixed: Shooting dead bodies with a sniper rifle causes unrealistic movement Fixed: The 'Head' list will not reset back to the initial roster of heads if the user leaves the 'Barracks' with the head variants list open Fixed: [TPP] Various US helmets fall under the map when dying Fixed: Opacity settings don't affect friendly tank crew icons and names Fixed: Causing a teammate to enter Critical State and them "Letting Go" does not penalize the teamkiller's Death Screen Timer Fixed: Attempting to join a server that has available spaces but is currently in the post-match screen will place the user in the server queue Fixed: Accepting a Steam invite while Hell Let Loose is running will send the Player to a random server. Fixed: Cannot Deploy here message stops player being able to use mouse Fixed: ‘Match is over’ error message was displayed in German after a failed attempt to join a German server when the game had been booted up in English Fixed: Aiming down sights immediately after entering or leaving the prone position results in the player's camera zooming in before the iron sights are brought up to the player's POV Fixed: When a server is full, only the first attempt at joining a friend's game through Steam places the user in the server's queue Fixed: The HUD element 'Strong Point' will show for the attacking team if they are standing within a locked strong point Fixed: Player will die if they exit the German Heavy tank while it is moving in 2nd gear or higher. Fixed: The 'Cancel' button on the 'Connecting...' notification will become defunct shortly before the loading screen is shown Fixed: All players that are unable to be invited to a unit will appear greyed out on the 'Invite Players to Unit' list Fixed: The user cannot find servers for nearly 2 minutes after losing internet connection within a server Fixed: Unable to open the Map after using a Smoke Grenade Fixed: Inconsistent appearance of locked strong points between Warfare and Offensive game modes Fixed: Bullet decals can be produced inside the Greyhound Recon vehicle Fixed: Player crashed after unplugging their monitor and opening the pause menu. Fixed: Clicking 'Confirm' multiple times when entering a password for a server will produce a 'Join Failed' message and the user will be removed from the server when loaded in Fixed: The "Can't deploy at that location" prompt is displayed on screen if the spawn point is destroyed just before deploying into active gameplay. Fixed: Nothing happens when the player opts to deploy when the previous Outpost has recently been moved Fixed: The player will receive two 'Can't deploy at location' error messages if they select an Outpost that is later moved Fixed: The 'Fullscreen Mode' option will reset to the previously applied setting when changing the 'Master Quality' Fixed: Using a Steam direct link to join a server will connect to an incorrect server Fixed: Some servers may not update their map rotation list after a Patch/Update Fixed: Users may appear falling under the map and get disconnected during map transitions on a specific community server Fixed: Creating a Unit causes all other different Unit types to not be visible in the Deployment Screen. Fixed: Vehicle trail fx are kicking out far in front of the vehicle. Fixed: Manual bolt cycling. Fixed: Shadows are removed from the frontend (Barracks) when the user leaves a server. Fixed: Blood and Gore Decals not visible and causing SSAO/Lighting issues. Armoured Gameplay We have begun taking a look at the armoured gameplay ahead of introducing new vehicles into the game. We will continue to work on more improvements as we iterate. Reduced the damage that carries over from the tracks/wheels to the hull, so body shots are more effective and efficient than repeatedly shooting the tracks/wheels. RCON Exposed weapon player is killed with. Added ability to identify players in chat log. Fixed: The server broadcast message will not show correctly if it has been edited via the internal Rcon Fixed: Internal Rcon cannot be accessed while on the scoreboard Fixed: An inconsistency of the current map can occur between external RCon tool and the Enlist screen if the user changes map twice in quick succession Purple Heart Lane Fixed: [PHL] Possible exploit locations because of no collision. Fixed: [PHL] Confirming a Fuel order on the middle US HQ spawn will block the main path for tanks Fixed: [PHL-O] There is no "turn back" boundary that prevents Defenders from reaching the Attacker's initial HQ Fixed 18 minor collision issues. Sainte-Marie-Du-Mont Fixed: [SMDM] The US Commander cannot place Fuel Abilities on the mid HQ. Fixed: [SMDM] Placeholder text is present when loading into the map. Fixed 10 minor collision issues. Foy Fixed: [Foy][C10] The Greyhound Recon vehicle can become stuck if the player drives over the snow mound directly in front of the Fuel Order spawn Fixed: [Foy-O] The attacking German team does not have any tanks available at the start of the game on the left or right HQs Inconsistent sector names between Offensive and Warfare modes. Both points are now referred to as “Flak Battery”. Fixed 56 minor collision and visual issues. Utah Beach Fixed 6 minor collision and visual issues. Hill 400 The US Top HQ Heavy Tank spawn location has the exact same spawn point as the Commander's Fuel abilities spawn location. Fixed 25 minor collision issues. Omaha Beach Fixed: ‘Out of Bounds’ area overlaps all US HQ sector strongpoints. Fixed 13 minor collision issues. Sainte-Mère-Église Fixed: [SME-W][A6] Player is unable to exit the top two German Artilleries. Fixed: [SME-O] German resupply stations are present in the US HQ’s. Fixed: [Sainte-Mere-Eglise] Observing the sun at a specific angle creates a powerful lens flare. Fixed 22 minor collision issues. Known Issues Some HLOD issues exist in Carentan (the buildings that appear to be “melted ice-cream”) and some other maps. We’ll be focusing on addressing these issues shortly. Some collision issues exist in Carentan - we will be fixing these shortly. We’re aware of some bugs causing small ditches in specific locations of Omaha Beach. The blurring effect during suppression is currently at an unintended low intensity, and will be increased back to normal levels shortly. This was introduced accidentally when reworking the suppression visual effects. The zeroing on many weapons currently sits at 0m. We will be fixing this shortly. We temporarily needed to remove the player’s own FPP shadow as it was continuously casting shadow on the player rig no matter the angle or orientation. We’ll be revisiting this. We’re aware of the FPS “hitch” that can occur every couple of minutes for some players. We have a fairly good idea of what is causing this and will be giving it a lot of attention moving forward. As with all huge infrastructure changes, we do expect both server and client crashes to increase in frequency. We are committed to isolating and fixing these as soon as possible, and are very thankful with your patience as we iron these out. Currently Working On (in no specific order) Engineer functionality - including building useful defensive locations. Support functionality. Tank and vehicle physics and functionality revisit - from collision in maps to potentially introducing turning out. Investigating freelook implementation. Investigating ways of allowing players more control over which uniform is automatically applied per map. Investigating “Historic” setting in options menu for players who only want the historically accurate uniform per map. This would be a non-default client-side setting that would not be mandatory for all players. Crewman functionality. Continued refinement of TPP animation systems (to iron out any issues presented in U7, and to build in greater procedural cycles). Overhauling ammo box and supply types - including the Support and logistics gameplay loop. New Commander abilities. Overhauling SME, SMDM and Hurtgen Forest, as well as continued work on Utah Beach, Omaha Beach and PHL. Transport vehicles and supply vehicles. Investigating melee implementation. New weapons for new loadouts (FG-42 and more). 3 new unannounced maps. New customisations. A new front. Where to next? Thank you so much for your continued support over our Early Access. We’re already hard at work on Update 8 - working over a huge number of bug fixes, new features, new vehicles (and vehicle types) and many of the things we’ve listed above. If you’re enjoying Hell Let Loose, we’d love for you to leave us a review on Steam. See you on the frontline! View the full article
  13. Hey everyone, Welcome to Update 7: Battle of Carentan! We’re incredibly excited to launch this game-changing update today. This has been possible thanks to your continued support and feedback, thank you. There’s a lot of awesome new content, quality of life improvements, bug fixes, optimisation and more - So before you get stuck into finding out what’s new, check out the new Update 7 trailer below: Update 7 - Patch Notes Animation FPP Our entire first person perspective animations have been overhauled in two ways - first in all the underlying systems, and then in the way the specific animations look. You can read more about this in the specific Developer Briefing here. TPP All TPP animations have been overhauled at a systems level in order to make them procedural, as well as at an asset level - to incorporate the use of motion capture movements. You can read more about this in the specific Developer Briefing here. Sound All TPP and FPP firearms sounds have been overhauled. The full details can be read here, in our sound-specific Developer Briefing. Carentan (including Warfare and Offensive US) Carentan is our first majority-urban map. You can read more about Carentan the specific Developer Briefing. Please note: The sheer density of the map has been a huge challenge to optimise, and while we have made many large scale improvements to the performance, there are key aspects of optimisation that we are now working to improve. Over the course of Early Access Carentan will receive the same continued attention as all other maps as we seek to improve frame rates across the board. Foy Overhaul Both Foy game modes have received a photoreal lighting pass, including a change to all atmospherics. Foy itself has had nearly every Strongpoint assessed and revised based on feedback and player experience within the game. All are overhauled - to provide either a visual upgrade, fix collision bugs or improve gameplay. We’re working to create variation of experience in each location across the map, as well as maintaining open fields for vehicle movement. Cover density has hugely increased too, while map flow has been revised to allow for better armored encounters and easier placement of spawn points. Omaha Partial Overhaul While more work is still to be done on Omaha, many locations - including Vierville and outlying Strongpoints - have had a significant rework to include new assets - including more optimised and gameplay friendly structures and layouts. Omaha has also been re-lit to better build the mood of the fated morning. More work will be done to Omaha during the course of Early Access. Metagame Changes We’ve listened to all the feedback regarding Garrison bombing and the dissatisfaction with the metagame. Our design policy is to gently move the meta back into line with the outcomes we desire. Garrisons cannot be placed on neutral or enemy controlled sectors. We are delineating the usage of Garrisons to be positions behind the front that are designed to feed attacks and defensive locations, as opposed to functioning as a “bomb” or the tip of the spear in the assault. To this end, OPs will now function as they are intended - as faster forward spawns used by assault units. Our desire here is to encourage more intentional offensive and defensive behaviour around a defined front line, as opposed to just dropping a Garrison and flooding the point. We feel this will make defending far easier as it is less likely that a defensive unit will be attacked from any direction. Enemy Garrisons now take 5 seconds to be dismantled This replaces the proximity takedown, as the opportunity cost of removing a Garrison was too easy and low previously. To counter any spawn camping this may encourage, we’ve made additional changes below. Players cannot spawn on a Garrison if an enemy player is within 15m Garrisons now lock spawning if an enemy is within close range and moving to dismantle it. This will reduce mass spawn-killing, as well as incentivise the attacking player to close the distance to remove the Garrison. Minimum distance between friendly Garrisons is now 100m This change is to enable more even placement behind the front line and give more contingency should a key Garrison go down. Outpost cooldown has been reduced to 120s in order to allow players to maintain them In order to effectively assault into enemy territory, OPs are now able to be placed far more frequently. Sector Capture time is now reduced to 2 minutes In order to create more decisive conflicts on the point, we’ve slightly lowered the total time to capture the point. We found that in Offensive mode particularly, the contested nature of flags as well as the total time needed to capture them meant that games could run well over 2 hours, resulting in tedious gameplay and lack any decisive victory or defeat. As always, we’ll be monitoring all of these changes and the way they affect the flow of the gameplay. We are currently preparing two significant meta-changing new features: transport vehicles and Support/Engineer changes and are keen to make these adjustments before these hit the battlefield. We’ve also added the new Commander “Airhead” ability (details below) in order to enable each force better strategic ability to mitigate breakthroughs or strike into enemy territory. Teamkills Team Kill penalties now stack. Additional TKs will extend your next redeploy time by 10 seconds for each teamkill. Redeploy Using the Redeploy function on the In-Game menu now has a 20secs redeploy time All self inflicted damage that leads to death, now gives a redeploy time of 20secs New Commander Ability Airhead Defined - an Airhead is a bridgehead established by aerial drops - often into enemy territory. In Hell Let Loose, an Airhead can be established by the Commander at any location of their choice. After using the ability, your team-specific supply plane will drop a temporary Airhead spawn point at the target location. Cost: 75 Manpower Cooldown: 10 minutes All Infantry and Recon players can spawn on it. Players can spawn on it every 30 seconds for 2 minutes (approximately four spawn waves). Be careful when dropping the Airhead into enemy territory - as enemy presence can destroy it immediately - rendering it useless. Unlike the new Garrison changes, the Airhead is destroyed by enemy proximity.Recommended Uses: An Airhead can be used with coordinated Units to effectively flank and deep strike into enemy territory. An Airhead can effectively be used to save a collapsing front line. Patch Changelist Gameplay Introduced the ability to use your mouse and turn your head in vehicle viewports. We have parented hull machine-guns to this movement to enable a smooth firing/looking experience. Please note that viewports will be overhauled to re-introduce both depth of field effects and much higher texture detail. We will also be changing the hull and coaxial MGs in vehicles to use the ballistics system now that we’ve profiled performance costs. MG’s can now be deployed while the player is still moving, instead of requiring the player to stop moving first. The M1 Garand can now be reloaded mid-clip. Hovering on any Unit Officers on the map highlights all of their Unit members. Vehicle name plates to only show when pointed. We now show the health status of Unit members in the member list on the HUD: Unit members appear white when alive in-game, grey when dead/in the deployment menu, and Red when in critical state in all listed locations. Every weapon now has a recoil pattern that can be mastered. Introduced new ways for experience to be gained. Eg. experience is rewarded for placing the ammo box, as well as for each time the ammo box is used by another player. Added gameplay option to hide vote kick notifications Unit list automatically expands in the deploy menu when you join or create a Unit. Implemented an autosprint. Players can autosprint by double tapping the W key. We will refine and expand this functionality for U8. When a player is crouched, enable the pressing of the space bar to stand them up. Force dominance to going ADS while crawling. When pressing jump while prone, transition the player to crouch. Performance Continual performance updates across all aspects of the title. Lowered dead body despawn rate to 30 seconds as default. Please note: we have many aspects of optimisations still to come. Now that U7 has been released, we will be focusing our efforts on this in the near future. SFX Introduced Sound Mix Modifiers for different Seats in a vehicle. This will allow us to give each vehicle seat a different audio treatment. Number of Audio Channels exposed as a game option. Default value increased from 32 to 128. Fixed: No click SFX when interacting with the 'Invite Players to Unit' UI Fixed: The SFX for bandaging will play in its entirety if the user cancels the bandaging animation Fixed: Body hit sound. (NOTE: depending on feedback will allow you the ability to disable this in the sound settings). Fixed: Quickly traversing the cursor over the buttons within the frontend menus restarts the frontend's SFX and music Fixed: [Omaha] Ocean audio abruptly stops at a certain point of the map. Fixed: When firing and leaning right, the shell casings sound can be heard in the left ear. Fixed: The player can hear the water SFX after they have drowned Fixed: Heavy breathing audio can be heard if the player is wounded and underwater Fixed: The audio cue for confirming a new marker will play even if the marker is not placed. HUD/UI Fixed: Multiple spawn points can be highlighted by clicking on a new spawn point as the animation for the previously selected spawn plays Recon marks now pulse and are darker red to better enable them to be seen on the map. They also layer correctly in the context of the other icons on the map. Visual overhaul for EA Disclaimer when launching title for the first time. Changed the red skull icon for a revivable player to a morphine icon - to better signal to new medics that the player is revivable. Fixed: Sector names on the map will flash blue once the map is viewed for the first time during the player's life Fixed: No tooltip available for Light tanks when hovering the mouse cursor over the map key for deployment menus and overview map Fixed: Visual inconsistency between the Commander player icon on the key and in-game Fixed: The "x" icon for kicking players from the Unit is missing a tooltip Fixed:Inconsistent font and spacing in the 'Vehicles', 'Deployment', and 'Overview Map' sub-menus of the Field Manual. Fixed: US wrist watch icon is present on the German HUD instead of the pocket watch icon Fixed: [Omaha] When a strong point is nearly captured, the strong point emblem will appear full when it has not been captured yet Fixed: Inconsistency in HUD element's design during the 'Loading' and 'Loaded' stages on the artillery Fixed: Tank icons appear to be of a lower resolution than the map itself Fixed: [Map] Missing tooltips for the Repair and Resupply stations at the spawn points Fixed: On the scoreboard, there are no tooltips present when the Resource icons are hovered over Fixed: Red mist effect overlaps the ‘You were wounded by ???’ pop up. Fixed: There is no bandage icon shown when being healed by another player. Fixed: [UI] Multiple UI elements are overlapping when using certain screen resolutions Fixed: [PHL] The map title text is offset when viewing Purple Heart Lane on the Vote for Map screen Fixed: There is no red blur effect on the 'Equip Bandage' button prompt Fixed: Outpost icons are inconsistent on the Deployment Screen and In-Game Map Fixed: Long server messages set via the RCon's broadcast tool do not wrap, and will go off-screen as a result Fixed: On the Deployment Screen, the tooltip for hovering over an Outpost or Garrison icon inconsistently displays "Enemy Near" when an enemy is within 50m of the spawn points Fixed: Visible blank space on Commander order tooltips Fixed: The thumbnails shown for creating the 3 unit types are incorrectly scaled when not selected Fixed: [PHL] Strong point and underwater HUD elements can overlap Fixed: Loadout descriptions have inconsistent text size Fixed: The Artillery UI icons is difficult for the player to observe in the in-game environment. Fixed: Multiple Loadout icons appear squashed in-game. Fixed: Missing HUD icon for anti-tank gun Fixed: In the Field Manual, the Maps section is missing images for all maps Fixed: [PT] Tanks' Gunner seat is missing a "Zoom out/in" prompt Fixed: [Foy-O] Inconsistency between the ingame HUD timer and the Scoreboard timer when entering Overtime. Fixed: Fix issue where the unit letter isn't showing on the voip notify. Fixed: Turning the 'HUD Display Mode' to 'Always On' after joining a server results in the HUD to fade out as the user loads into gameplay Fixed: Cooldown timers for commander orders will be removed when the order is no longer in effect. Fixed: Various issues where tooltips and cosmetic preview heads do not update when the item is embedded in a sub-menu. Visual Improvements Suppression has been reworked to optimise the visual effects, make the blur far less ugly while still maintaining the intended effect. Previously, it was very difficult to determine whether you had been wounded as the suppression would darken your screen. We’ve worked hard to distinguish these two states. The “bloody screen” wounded overlay is now far more distinct and obvious. As your wounds become more severe and stay untreated, the pumping heartbeat sound will pulse with the overlay and become faster and faster. When killed by small-arms, your player camera will tumble much faster to the ground in line with the momentum of your body. Previously it would float down to the ground. Overhauled camera shakes when firing weapons to be calibre-specific Overhauled camera shakes when explosions occur nearby (including while in a tank). Reworked gore and dismemberment. Many features were not working as intended - including blood trails, fx and better visuals. This has all been fixed. Fixed: The Colt M1911 and Luger P08 will display a bullet model inside the chamber even though the gun is currently empty Fixed: No rotating animation present on the player in the second seat of the artillery Temporarily disabled map vote function as it was non-functional and visually irritating. We will be introducing a much nicer end-of-round map vote function in U8. We have set traditional TAA to be the default game anti-aliasing, as this looks better in video footage. However, Clarity TAA and all exposed AA settings are still available. Customisation Introduced the new Fallschirmjäger uniform for German forces, including the Fallschirmjäger helmet. Introduced the 1942 Airborne uniforms for the US forces. Overhauled Barracks to use photoreal lighting. Introduced the ability to zoom into the upper portion of the character using the mouse wheel. Fixed: The Albert head model's neck slightly clips with multiple uniforms Fixed: Clipping visible on the character shoulder when equipping the Paul head on the Heer summer and Winter uniforms Fixed: Multiple Winter Heads are missing "Winter" on their icon tooltip Fixed: The Winter Wolfgang head icon is not in the correct icon order Fixed: Visible clipping issues on the back of all German Winter head variants while crouched. Fixed: Winter Erich and Winter Alfred head variants cause clipping issues with certain German Helmets. Fixed: The Heer Panzer Cap is not properly aligned with the character head Bug Fixes Opened up collision on the drystone wall gaps Fixed: Commander Ability tooltip cooldown timers start when the user joins the server Fixed: Supplies from Supply Drops that land in high altitude assets may fall through the ground. Fixed: The audio cue for confirming a new marker from the radial menu will play even though the marker is not placed onto the battlefield Fixed: All active sectors are briefly shown as neutral when first entering the deployment menu. Fixed: Supply Drops can be placed in the out of bounds area Fixed: Karabiner 98k - sometimes will not shoot a bullet when fired Fixed: Player death is counted as a team kill after bleeding out from damage caused by their own grenade. Fixed: The player's helmet will pop off of their corpse when they 'Let go' Fixed: Being killed by a teammate that is currently on the deployment screen does not show the 'You were killed by teammate...' message Fixed: Tooltip Cooldown timers for the Commander orders will be removed when the order is not longer in effect Fixed: German Recon vehicle can be spawned on top of Players on all maps. Fixed: Shooting dead bodies with a sniper rifle causes unrealistic movement Fixed: The 'Head' list will not reset back to the initial roster of heads if the user leaves the 'Barracks' with the head variants list open Fixed: [TPP] Various US helmets fall under the map when dying Fixed: Opacity settings don't affect friendly tank crew icons and names Fixed: Causing a teammate to enter Critical State and them "Letting Go" does not penalize the teamkiller's Death Screen Timer Fixed: Attempting to join a server that has available spaces but is currently in the post-match screen will place the user in the server queue Fixed: Accepting a Steam invite while Hell Let Loose is running will send the Player to a random server. Fixed: Cannot Deploy here message stops player being able to use mouse Fixed: ‘Match is over’ error message was displayed in German after a failed attempt to join a German server when the game had been booted up in English Fixed: Aiming down sights immediately after entering or leaving the prone position results in the player's camera zooming in before the iron sights are brought up to the player's POV Fixed: When a server is full, only the first attempt at joining a friend's game through Steam places the user in the server's queue Fixed: The HUD element 'Strong Point' will show for the attacking team if they are standing within a locked strong point Fixed: Player will die if they exit the German Heavy tank while it is moving in 2nd gear or higher. Fixed: The 'Cancel' button on the 'Connecting...' notification will become defunct shortly before the loading screen is shown Fixed: All players that are unable to be invited to a unit will appear greyed out on the 'Invite Players to Unit' list Fixed: The user cannot find servers for nearly 2 minutes after losing internet connection within a server Fixed: Unable to open the Map after using a Smoke Grenade Fixed: Inconsistent appearance of locked strong points between Warfare and Offensive game modes Fixed: Bullet decals can be produced inside the Greyhound Recon vehicle Fixed: Player crashed after unplugging their monitor and opening the pause menu. Fixed: Clicking 'Confirm' multiple times when entering a password for a server will produce a 'Join Failed' message and the user will be removed from the server when loaded in Fixed: The "Can't deploy at that location" prompt is displayed on screen if the spawn point is destroyed just before deploying into active gameplay. Fixed: Nothing happens when the player opts to deploy when the previous Outpost has recently been moved Fixed: The player will receive two 'Can't deploy at location' error messages if they select an Outpost that is later moved Fixed: The 'Fullscreen Mode' option will reset to the previously applied setting when changing the 'Master Quality' Fixed: Using a Steam direct link to join a server will connect to an incorrect server Fixed: Some servers may not update their map rotation list after a Patch/Update Fixed: Users may appear falling under the map and get disconnected during map transitions on a specific community server Fixed: Creating a Unit causes all other different Unit types to not be visible in the Deployment Screen. Fixed: Vehicle trail fx are kicking out far in front of the vehicle. Fixed: Manual bolt cycling. Fixed: Shadows are removed from the frontend (Barracks) when the user leaves a server. Fixed: Blood and Gore Decals not visible and causing SSAO/Lighting issues. Armoured Gameplay We have begun taking a look at the armoured gameplay ahead of introducing new vehicles into the game. We will continue to work on more improvements as we iterate. Reduced the damage that carries over from the tracks/wheels to the hull, so body shots are more effective and efficient than repeatedly shooting the tracks/wheels. RCONExposed weapon player is killed with. Added ability to identify players in chat log. Fixed: The server broadcast message will not show correctly if it has been edited via the internal Rcon Fixed: Internal Rcon cannot be accessed while on the scoreboard Fixed: An inconsistency of the current map can occur between external RCon tool and the Enlist screen if the user changes map twice in quick succession Purple Heart LaneFixed: [PHL] Possible exploit locations because of no collision. Fixed: [PHL] Confirming a Fuel order on the middle US HQ spawn will block the main path for tanks Fixed: [PHL-O] There is no "turn back" boundary that prevents Defenders from reaching the Attacker's initial HQ Fixed 18 minor collision issues. Sainte-Marie-Du-MontFixed: [SMDM] The US Commander cannot place Fuel Abilities on the mid HQ. Fixed: [SMDM] Placeholder text is present when loading into the map. Fixed 10 minor collision issues. FoyFixed: [Foy][C10] The Greyhound Recon vehicle can become stuck if the player drives over the snow mound directly in front of the Fuel Order spawn Fixed: [Foy-O] The attacking German team does not have any tanks available at the start of the game on the left or right HQs Inconsistent sector names between Offensive and Warfare modes. Both points are now referred to as “Flak Battery”. Fixed 56 minor collision and visual issues. Utah BeachFixed 6 minor collision and visual issues. Hill 400The US Top HQ Heavy Tank spawn location has the exact same spawn point as the Commander's Fuel abilities spawn location. Fixed 25 minor collision issues. Omaha BeachFixed: ‘Out of Bounds’ area overlaps all US HQ sector strongpoints. Fixed 13 minor collision issues. Sainte-Mère-ÉgliseFixed: [SME-W][A6] Player is unable to exit the top two German Artilleries. Fixed: [SME-O] German resupply stations are present in the US HQ’s. Fixed: [Sainte-Mere-Eglise] Observing the sun at a specific angle creates a powerful lens flare. Fixed 22 minor collision issues. Known IssuesSome HLOD issues exist in Carentan (the buildings that appear to be “melted ice-cream”) and some other maps. We’ll be focusing on addressing these issues shortly. Some collision issues exist in Carentan - we will be fixing these shortly. We’re aware of some bugs causing small ditches in specific locations of Omaha Beach. The blurring effect during suppression is currently at an unintended low intensity, and will be increased back to normal levels shortly. This was introduced accidentally when reworking the suppression visual effects. The zeroing on many weapons currently sits at 0m. We will be fixing this shortly. We temporarily needed to remove the player’s own FPP shadow as it was continuously casting shadow on the player rig no matter the angle or orientation. We’ll be revisiting this. We’re aware of the FPS “hitch” that can occur every couple of minutes for some players. We have a fairly good idea of what is causing this and will be giving it a lot of attention moving forward. As with all huge infrastructure changes, we do expect both server and client crashes to increase in frequency. We are committed to isolating and fixing these as soon as possible, and are very thankful with your patience as we iron these out. Currently Working On (in no specific order)Engineer functionality - including building useful defensive locations. Support functionality. Tank and vehicle physics and functionality revisit - from collision in maps to potentially introducing turning out. Investigating freelook implementation. Investigating ways of allowing players more control over which uniform is automatically applied per map. Investigating “Historic” setting in options menu for players who only want the historically accurate uniform per map. This would be a non-default client-side setting that would not be mandatory for all players. Crewman functionality. Continued refinement of TPP animation systems (to iron out any issues presented in U7, and to build in greater procedural cycles). Overhauling ammo box and supply types - including the Support and logistics gameplay loop. New Commander abilities. Overhauling SME, SMDM and Hurtgen Forest, as well as continued work on Utah Beach, Omaha Beach and PHL. Transport vehicles and supply vehicles. Investigating melee implementation. New weapons for new loadouts (FG-42 and more). 3 new unannounced maps. New customisations. A new front. Where to next? Thank you so much for your continued support over our Early Access. We’re already hard at work on Update 8 - working over a huge number of bug fixes, new features, new vehicles (and vehicle types) and many of the things we’ve listed above. If you’re enjoying Hell Let Loose, we’d love for you to leave us a review on Steam. See you on the frontline! View the full article
  14. 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.
  15. 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.
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
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