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Closed Beta Wave 5 Start and Changelog

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    We are setting live Closed Beta Wave 5 today shortly (with many new invites going out as well!). Below you can find the changelog:


    New Major Audio Feature
    • Included in CB5 is a brand-new audio engine (Wwise)! Not only will you hear greatly improved sounds across the board… performance has also been improved. Weapon sounds are "beefier" along with improved sound distance. Helicopter sounds have been updated. Ambience has been updated. As you move through the jungle you'll hear ambient creatures calling out all around you, branches snapping and mosquitoes buzzing. Lastly, be sure to also turn on the music, as we have introduced brand new music tracks for both factions.

    As this is a large audio update, we have created specific survey questions to gauge your feedback. Remember to click the survey from the right side of the main menu!

    Gameplay
    • There have been many refinements to the Vote Kicking system
      • The name of the player who initiates the vote is now shown
      • Players cannot quit and re-join a server to vote multiple times
      • There is a cooldown on starting multiple votes
      • The overall voting time has been shortened

    Customization
    • (For BETA Wave 5 only) We have unlocked all character customization items for this beta phase. Once we have the server ranking system ready to publish in a future update, the character customization items will once again be locked behind player ranks that you will acquire through leveling in-game.


    Weapons
    • The MoA on some guns has been adjusted to be more in line with real-world values
    • Tweaked damage values for torso zones. Overall, large-caliber guns will be more lethal
    • Any central torso hit now has the capacity to kill if enough damage is dealt.
    • Pistols are now limited to specific classes and not every class has one now. This will cause the pistols to become more scarce on the battlefield. Looting bodies for pistols should now be a more useful mechanic. In the sake of authenticity, pistols were removed from all Rifleman based classes (Grunt, Rifleman, Guerrilla)
    • Adjusted the damage for RPD to more accurately match SKS/AK weapon family damage

    Art
    • Fixed DX11 Anti-aliasing issues that some testers were experiencing
    • Massively improved first person weapon shadows on gun and hands
    • PBR reflections have been adjusted to work better indoors
    • Adjusted rearward travel fire animations for M16 and DP28 downwards to be more realistic
    • Increased rearward travel fire animations for shotguns
    • Increased the speed of deploy animations for LMGs
    • Added missing bipod fold animations for the DP28

    GUI
    • The launch "splash" image has been updated
    • Various tweaks to the Overhead Map such as objective icons, Supremacy UI elements, and size and zoom
    • Supremacy UI now dynamically illustrates links between objectives
    • Players will now be presented with a "First-Time Explanation" of the role select menu.
    • Increased max friendly player icon distance to 150m
    • The Settings Menu has been adjusted to present a more natural flow
    • Added an option to remove framerate smoothing to the video settings menu. This is intended for 120hz & 144hz monitors, where you were previously locked at 60FPS
    • A "progress bar" has been added for items such as bandaging, tunnelling, destroying tunnels, etc. Note, this is a first pass. More work on the visual elements will be coming in a future BETA wave
    • Added a "Borderless Windowed" setting to the video settings menu
    • Helicopter UI elements that were previously transparent are now more readable
    • Fonts have been improved and tweaked throughout the game, for easier legibility
    • Removed a few unsupported 4:3 resolutions from the video settings menu
    • Added an option to quiet the announcer voice separately from other audio elements. The Announcer Volume slider can be found in the audio settings menu
    • Removed confusing chevron symbols from the Territories game mode UI
    • Removed the "auto spawn" checkbox from spawn menu
    • The overhead map has been adjusted to no longer include extraneous information

    Performance
    • Helicopter networking code has been optimized for better performance
    • Audio performance has been streamlined

    Bug Fixes
    Gameplay
    • Fixed a bug where "Force Respawn" would sometimes not spawn all dead players on a team
    • Fixed a bug where mantling could fail on slanted terrain
    • Fixed a bug where the F4 could "miss" targets with high elevation, such as An Lao Valley.
    • Fixed a bug where player bodies would fling high in the air on death from underground locations. This may still occur in some undiscovered places as the fix is location-specific. Please be sure to report any cases you still see this occur

    Maps
    • Various bugfixes and improvements to the below maps. Improvements include optimization, additional art passes, collision fixes and miscellaneous adjustments based on previous wave tester feedback
      • TE-Hill937
      • TE-Hue City
      • TE-Cuchi
      • SU-SongBe
      • TE-Firebase
      • TE-Compound

    Audio
    • Fixed a bug where some audio files were not adjusted by the correct sliders in the menu

    Art
    • Various red barrels will no longer appear bright red so as not to confuse players who thought they could shoot the barrels to make them explode
    • Fixed a bug where 3p Punji shovelling had no animations
    • Fixed a bug where the "spinner" animation for commander ability cooldowns would not show
    • Fixed a bug with the VC Radioman backpack not "rag dolling" correctly
    • Fixed bugs with 3P LMG iron sight animations
    • Fixed bugs with hip fire hit detection not working properly in some corner cases
    • Fixed several collision issues where players would previously bounce back or become stuck
    • Fixed character customisation rooms on Firebase, Song Be, and other maps
    • The Claymore and C4 now bring up the "clacker" (trigger) much more quickly

    GUI
    • Fixed the Match Report screen showing both teams as "red" when using homogenized colours
    • The credits section has been updated

    Miscellaneous Fixes & Updates
    • The game executable has been changed. It has been renamed to VNGame.exe. You may need to change custom shortcuts
    • The Bink video player has been updated which will provide better fidelity on video files such as menus and loading screens
    • Adjusted the speed hack detection system to be a bit more forgiving for players on Wi-Fi or with bad connections
     
    Last edited:
    The super-sonic bullet sound "crack" needs to be overhauled, it doesn't sound anything close to real life -> https://www.youtube.com/watch?v=hdzdXExRrSM it needs to be revamped to sound like this.
    And from further away the bullets should be sounding like this -> https://www.youtube.com/watch?v=GsYf5p4DoRg a type of "whizzing"" sound.
    Bullet whizzes can actually be heard from about 60 feet away or more, depending on the size of the round. And the supersonic crack is heard around in the 10-15yd vicinity (1-35ft) So if you guys could add this in that would make everything really immersive.
     
    Last edited:
    Upvote 0
    I'm very very eager to hear the new sound system! :))

    The new vote kick changes sound very good too!

    I hope the new damage changes will silence the community.

    • Added an option to quiet the announcer voice separately from other audio elements. The Announcer Volume slider can be found in the audio settings menu


    • Hahaha, this was needed.


      I think AMG/TWI do many great things in the latest updates. The game looks and plays better and better.
     
    Upvote 0
    Really enjoying wave 5 so far. Played for quite a while at the PC Gamer Weekender but its nice to see how the game's working out with larger maps and more players. The audio in the game and just the atmosphere in general is fantastic. I noticed the SDK downloaded on steam shortly after the main game updated, will this only be usable for the week of this wave or will it be available to use in between waves? I've been intending to start working on some maps but at the moment I'm practicing with Red Orchestra's SDK. It would be great if I could get started on some Vietnam maps before release.
     
    Upvote 0
    Well I always get the email about a new wave starting, but sadly no invite. The way of communication could be better about this. It kind of feels like:

    Hey, I am doing this party this weekend! There are all these things for my guests. By the way, you are not invited.

    See you next time, or probably not.

    Maybe it is not the best idea to communicate this over the newsletter.
     
    Upvote 0
    just got my key

    n64-o.gif
     
    • Like
    Reactions: morticore
    Upvote 0
    GUANTANAMO;n2287160 said:
    Still no invite WTF. Day one Early access KF2 vet (all perks maxed out, 300 hours) and about the same playtime in RO2, which are the 2 single games I'm playing regularly.

    Are those invites completely random?

    Come on TWI, gimme the chance to play this gem early!

    Yes, they are completely random. We have something like 120,000 requests for keys - up to this point only about 7,000 given out. Yes, the odds are low...
     
    • Like
    Reactions: SoFGR1
    Upvote 0