#Casualfield

1648 messages Β· Page 2 of 2 (latest)

tall fulcrum
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@bleak helm Was just looking into server setups for UE4 games and apparently Squad/Hell Let Loose support up to 100 players? (or maybe Squad have pulled that back to 80 - I don't play Squad much tbh). How can they do this?

Although when I was running up my own local 64 player dedicated server, the CPU usage for that actual server seemed very low. So I definitely think we are client bound on the game thread .. in which case are Squad/HLL customising their client code somehow? I guess their client must support showing up to 99 sim proxy?

past yarrow
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Squad deeply modified the engine (money + tons of programmers). Even if they move to EU5, it will require a lot of work.

tall fulcrum
# past yarrow Squad deeply modified the engine (money + tons of programmers). Even if they mov...

I mostly play BF these days, don't have the time to invest in SQD/HLL. But I always play on 64 player servers, because the 128 player servers for BF were always a White Elephant. They knew it wouldn't work game-play wise, but they had to put "something" out to justify a new game, and it doesn't for most BF veterans. It's too many players, and it's just a poor game experience (IMHO of course, some may love it each to their own). Maybe >64 makes a positive difference to games for SQD/HLL.

So we only really need to get OHD solid at 64 players I would say. But it's not just me, I know a lot of people who try OHD complain about performance, and I think it's something to do with the UE clients getting too much to do once the player count increases. The variability of PC hardware doesn't help. I guess people with fancy new i9s will have a better time.

past yarrow
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I think it will get better over time and it is definitely too early to compare the finished product to the current state of OHD. As you've probably noticed, no one is trying to attract players at this point.

past yarrow
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If you have updates ready, it's best to do it now or tomorrow

tall fulcrum
hasty flume
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hello I'm somewhat new to discord, this is like a sub-channel within O:HD right?

my question is about a possible issue when First shooting, pressing mouse 1. I posted on the steam discussion, not fully realizing it could be part of the settings on the actual modded server.

I know know there's a bunch of things changed within the server, including movement speed etc.

Please check out my post, I'll link below

hello SteamKenny o/

Summary is:
Back playing again, Only played on YUPPY GAMES / Casualfield.
When I'm running then go to shoot with mouse 1, a lot of times there is a delay or cancelation of that 1st click, so picture full auto, you go to lay down some fire, and instead you're stuck shooting nothing, and have to let go and click again.
..I've died many times to this or because of this.

Suggestion if possible - Make it so mouse 1 cancels the momentum / movement so I Can shoot immediately.
Hope this makes sense.

Thanks,

K.GUN

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@tall fulcrum SteamKenny, ^ send me a message if you have time also (about this) Or I'll check back, whichever way, Thanks.

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πŸ™‚

tall fulcrum
tall fulcrum
# hasty flume hello I'm somewhat new to discord, this is like a sub-channel within O:HD right?...

Hi K.GUN, thanks for the report. I've been able to read now your full report.
The CF mod does have some firing latching, but this if anything is to STOP a fire command being lost because of in-progress animations rather than it should actually loose it.
However, there is always the chance with new code that this can interfere with systems - all code is a work in progress.
Firstly, I would say try Vanilla without the mod (this is to any issue that might be mod or not) even in SP. Then I would also say, subscribe to the mod via workshop (to get it in the OHD SP UI if it's not there) and run it up in SP mode (rather than on MP servers).
I know that even in Vanilla, if you are moving this interferes with the ability to bandage (for example).
I'll check out the latest code with what you describe - see if I can spot an issue.

tall fulcrum
# hasty flume <@436499759977594880> SteamKenny, ^ send me a message if you have time also (ab...

Hi @hasty flume I'm going to post a reply here, for the benefit of others.

I've looked into your report and I believe what you are experiencing, is that you can not quite correctly shoot, whilst running. This makes logical sense, however what happens is that if you are running and decide to start firing it is likely that you will press the fire milliseconds **before **stopping running. In this case, the game will swallow your fire request and you are correct .. you will need to release fire, then start firing again.

I have actually realised whilst looking into this that I have conditioned myself playing OHD in this situation to wait until I have fully exited running before attempting to start firing. It is strange that your brain does this, but hey humans are cool at adapting sometimes! πŸ˜†

Of course this should not be necessary. To get around this usually we use "input latching" to prevent the user request from being lost.

There is already input latching in Casualfield, this is for throwing grenades etc. and also healing. You will find that in Vanilla, if you do not wait for a swap equipment animation to complete .. it will sometimes not throw a grenade, bandage. In CF up to some milliseconds before animation complete these user request will be "latched" and executed as soon as the animation is complete.

To improve input for your original report, I have now added latching to general fire down and also reload. Therefore if you hold down fire whilst running and have kept it held whilst exiting running, it will start to fire. This feels a lot more natural and should be less frustrating.

This will make it into the next **ALPHA **build of Casualfield, where among other features & fixes I am also attempting to optimise client-side performance (FPS).

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@past yarrow At LoyalGames is very kindly hosting the ALPHA build. Please note the above ^^ code is not yet deployed, hopefully this will be soon. However, please go check out the latest Casualfield build on the following server and support these guys!! ❀️

=LoyalGames.Eu= #5 | Reviving | Causalfield Alpha | UKR - VDV

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FYI .. The main objective of the alpha build is to get better performance when >48 players on a server. This appears to be a client-side issue, and the variability of end-user CPU+GFX combinations does makes this a harder task. However, I would hope at 64 players on a reasonably performant gaming PC we can get above 60fps for most people.

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Big thanks to @bleak helm for ongoing help.

past yarrow
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The difference was definitely noticeable, I consider it playable

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it was 64 before crash

hasty flume
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@tall fulcrum - Thank you for the update Kenny about CF movement + shooting, and I Look forward to the update. - I too was feeling like I had to mentally adjust my playstyle for a pause before shooting.. adapting etc.. No rush but do you have an ETA on the new update, Maybe you can post in the post I made when the time comes? πŸ™‚

tall fulcrum
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I would appreciate your feedback on this considering you made the initial report

tall fulcrum
hasty flume
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@tall fulcrum - Hey Kenny, Just so I understand, is this for all casualfield-mod servers using the mod, or is it only live on the =LoyalGames.Eu= #5 ? .. or Casualfield ALPHA build of the mod? also I Have not messed with the workshop(or w/e it's called on steam where you download mods/add stuff to games) type things much at all, I've just used the auto-Download option In Game. Is this ok to do as well ? I Can likely check it out today later. πŸ™‚ Excited to test it and not die as much from the issue haha.

tall fulcrum
hasty flume
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@tall fulcrum - understood πŸ™‚

hasty flume
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@tall fulcrum - THANK YOU Kenny, seems to be fixed, no ones on at the moment, but the running then shooting feels good right now after your fixes. I'm on loyalgames eu 5

past yarrow
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We are just not big fans of CQB style

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Sqad spawn is 30s

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and is only enabled for test, on normal run we don't plan to use it on LoyalGames

hasty flume
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@past yarrow - thanks for that info/update, I'm USA-Eastern location, So I'd probly be playing on another server once they're updated to the newest patch.

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@past yarrow - also coming from Battlefield, CF seems really good.

crisp bane
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@past yarrow the message window with the rules right when you join, is it a thing that's server side or added by casualfield?

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triple ping damn

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sory ahahha

past yarrow
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the mod only gives this possibility

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there is no way to do it on vanilla

crisp bane
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Cool, that's pretty usefull.
One could use it to increase cooperation and stuff between people too, spur them to use voip properly etc

hasty flume
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I'm going to post a few additional notes / feedback here for Kenny, is that OK?

past yarrow
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Kenny mentioned that he will prepare some kind of editor to make it easier to use

past yarrow
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and sure he like to see all feedbacks

hasty flume
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ok thank you

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@tall fulcrum - additional notes/feedback for Kenny.

(1) moving then shooting - Fixed πŸ™‚
-THANK YOU!

(2) Ammo count weird/bugged: reloading does not reload the entire ammo count and seems to be random number ammo reloaded every time after, this happens a lot. Even when I have higher MAIN number, Magazines? I Think it should reload fully. Not sure if this is a mod issue or core game.

(3) Float movement when trying to turn / change direction quick, maybe this is due to the run speed in mod server, not sure. Running fast it's hard to stop + Turn fast, almost like a delay before changing direction but floaty like on ice. Especially doing a 180 while running. I know it kind of makes sense to have a harder time turning at full run speed, but we can Stop our selves sort of IRL to turn fast. Just wanted to note this, it feeling floaty or on ice.

(4) If player has a pistol, I Believe pistol should always be #2 seeing I usually bind pistol #2 to mouse side button for easier/better handle and switching to pistol fast It makes sense, This is possible just MY preference, maybe other peoples too, also for example the class with grenade launcher on the main gun #2 is to pull up grenade launcher. Pistol is #3. This is probly how it is in core, how things are layed out for weapons. Not sure if this can be changed game wide also.

past yarrow
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I can answer some question for you

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we have different faction mod

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some kits has no pistols

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PlayerSprintAcceleration=0.7
PlayerSprintStrafingThreashold=0.9
PlayerMaxWalkSpeed=380

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only sprint acclereration we set own values, other sets are vanilla default

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the acceleration is in the middle, between vanilla and default mod setttings

crisp bane
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For the ammo count he's referring to the used magazines you get back

hasty flume
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yeah soemtimes I can't get a full reload, even when there's many of the larger Bottom right number. so For example, I'll have 5 Main number mags or whatever, do reload at 7/30 .. and only get 15/30 then reload again trying to get full reload/ammo and it's random how much I Get, even with ammo stock.

tall fulcrum
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Hi @hasty flume I will try and give what I know about things in relation to your notes above:

(1) Thank you, it felt better to me, but you made the report so I'm glad that is another positive into the mod.

(2) As far as I'm aware there are no known issues with ammo/mag in either mod or Vanilla .. however .. the core game use a simulation of magazines. So if you reload and you have any clip ammo left it will keep it aside to be used later. The actual process I won't go into here, because I might get it wrong, please check out for posts asking related questions on the main OHD channels. What people tend to expect from OHD is the simpler "refill" kind of ammo system from e.g. Battlefield, this is not (as far as I'm aware) what OHD uses.

(3) I believe this is by design of the Vanilla character handling. As @past yarrow mentioned above, all the mod does with regards to character movement is to tweak the speed and handling slightly. I specifically didn't want to change too much from Vanilla because this is an incredibly subjective area .. in which EVERYONE has their own opinion! However, I think generally the character handling in OHD has room for improvement although I would suggest that **reliable **vaulting, getting in windows, getting over terrain is more important and it this is area which currently OHD struggles with against BF etc.

(4) Unfortunately, weapon slotting is completely up to the 'faction' creator. This is very flexible, but I know what you are commenting on. This is again something that OHD probably needs to address, because I too press #2 and expect Pistol .. and it might not always be so. Although, again because the weapon loadouts are completely bespoke I don't know how this would be achieved.

hasty flume
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@tall fulcrum - hey again (in response to your response)
πŸ™‚

for (2) Reloading, Maybe there could be two types of reloads, I Don't remember what other game has done it before, but I Think there's a game where there's 2 types of reloads, lets call them full reload and tactical reload or whatever, one would obviously be a full reload provided there's enough stock ammo etc, and then tactical where you're using an old ammo amount from a used clip/mag or something, I'm not an expert on IRL naming of the items/guns etc but I Think you know what I mean. Oh and to accomplish the 2 reloads, maybe quick double tap of your reload mine is 'R' could do one way, and one click or even maybe holding R Could be another. Just ideas πŸ™‚ - maybe HOLD reload for full reload, and double tap for tactical reload.

(3) Movement, I understand not wanting to change movement too much, because from core / base game going into modded servers, people likely expect the general basic things to be the same or close such as movement etc, .. yeah Vaulting and getting through windows and over things like you said could be improved. (ALSO).. I do notice you can usually shoot while in air or falling, this is pretty cool, some older games or even newer ones you don't have a chance at that, like falling cancels shooting. I think you CAN'T ADS while shooting in air which I Guess makes sense maybe that's appropriate as mid-air you shouldn't have good accuracy. Likely people don't want it turning into other games cough: cod :cough or exactly like well known super fast games. I like some variety, I said in game CF feels like a bridge between BF and more milsim type games like Squad etc. I like CF. I'd still play other mods/modes/ base game etc. CF Like a good Entry to milsim type..

(4) Weapon switching, more so with pistol: yeah I understand, Is there a setting to make the weapons list always on? just weapons/items? This might help as a reminder for what is what, especially when changing class..

tall fulcrum
# hasty flume <@436499759977594880> - hey again (in response to your response) πŸ™‚ for (2) R...

Hi again! 😁

(2) Clip systems are also used in 'Ready or Not' & 'Zero Hour', as they are attempting to be more tactical experiences. They do however, unlike OHD at present, also attempt to allow you to track the clip usage/left-overs on the UI (i.e. with kind of shaded clip icons to represent how much is roughly still available for both unused and already used clips). There is also "quick" reload where it just throws away a clip no matter if any ammo was left .. think both these support that, whereas OHD base does not yet. I think we need to see where OHD takes the reloading in the base, but I'm not against putting more UI on top of the OHD system, as that's really what CF is about.

(3) Let's see 1st where the Vanilla takes the movement. I'm trying to aim for somewhere between BF and Squad with the default CF settings, but always allow full control tweaking over this, like @past yarrow does with his server.

(4) Without changing the core OHD inventory system, I think the most CF can do at present is (and I'm very wary about adding FAR too much UI in general ..) to have some more permanent reference to show how the slot bindings are mapped to the weapons. This again is done on ZH game if I remember rightly, but some of the kits in OHD have much more inventory than that game - so it could quickly get out of hand from a too-much-UI point of view.

Nevertheless, I'll be trying to improve on all 2,3 & 4 when I can.

tall fulcrum
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It's been a busy week IRL but just wanted to give some updates regarding the state of the next release r6. The main changes in r6 are FPS improvements and server information/tooling. The full list is as follows, unless I spot any serious bugs before hand this will be the release notes:

[r6 - next]

  • TWEAK: Reduce rag-doll life span from 45 seconds down to 20
  • TWEAK: Removed default limit for number of AI squads (of 3)
  • FEATURE: Added auto-font swap to support more characters for player names in UI
  • FEATURE: Added server welcome dialog
  • FEATURE: Improve server information UI and add server logo, server region flag, custom server name & custom server description
  • FEATURE: Allow player tags on death camera (if downed)
  • FEATURE: Added generic input fire latching (e.g. for coming out of running state). Applies to rifles/pistols
  • FEATURE: Added input reload latching
  • REWORK: Reduce blueprint code executing behind ammo/health "leech" POI actors
  • BUGFIX: Prevent AI from respawning within 5 seconds (to prevent "zombie" characters accumulating)
  • BUGFIX: Dropped ammo/health not showing on certain maps
  • BUGFIX: Server name in deploy menu overlapping map banner art
  • BUGFIX: Prevent revive working through world geometry
  • BUGFIX: Fixed accumulating entities for spawn & bounds protection
  • BUGFIX: In damage system refactor (r5) the hit indicator was accidentally disabled
  • BUGFIX: Death cam looks at nothing because we reduced time with the rag-doll lifespan
  • BUGFIX: Kills not getting recorded if server settings disable revive
  • BUGFIX: Fix issue with reload latching preventing reload in specific circumstances
  • BUGFIX: Fix edge timing issue that may occur with incorrect death screen information
  • EXPERIMENT: Removed some character components from simulated player proxies (ref: Yoshi)
  • EXPERIMENT: Detached some character components from simulated player proxies (ref: Yoshi)
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  • EXPERIMENT: Reduced revive actor tick frequency to 250ms
  • EXPERIMENT: Refactored revive actor to reduce blueprint tick execution
  • EXPERIMENT: Reduced player tag tick frequency to 250ms and added random distribution between tags
  • EXPERIMENT: Reduced minimap tick frequency by 50% (in HUD only)
  • EXPERIMENT: Reduced centre capture widget update frequency to 500ms
  • EXPERIMENT: Reduced UI manager visibility update to 500ms
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In addition to attempting to reduce the MOD load on the UE engine (because MODs are blueprints and blueprints compared to C++ suck) I've reworked the server information. This popup will occur at the start of every round and on server join. I will look to prevent it popping up on every map restart .. but this could be something that I can't control.

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The server information panel has also had a bit of a rework

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To customise server information server admins can now drop a SAV (save game) file called "ServerInformation.sav" onto the server files. I'm just finishing a hacked together tool that admins can use to create these files themselves (Windows only for now sorry.. although the SAV files will work on Linux servers just fine .. thanks @past yarrow for testing this).

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I think most admins already have a public accessible image suitable for a server icon via HTTP/HTTPS, but if not I don't mind hosting one for you on my util server.

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For the flags I recommend using a link from www.all-flags-world.com as they have erm, all the flags, but also in nice small image versions!

acoustic plank
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Great changes!

acoustic plank
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@tall fulcrum You got an idea of when you want to try to update?

bleak helm
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Why have an external program for the .sav files? Why not just some in-game UI?

tall fulcrum
tall fulcrum
acoustic plank
tall fulcrum
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Just a small update, I managed to run up the latest Casualfield Alpha code on the OHD Dev Build earlier. I saw no serious issues. FPS was good.

I ran a 32 player server up with bots and the new OHD SFX ... yeah ... it's a game changer IMHO 🀯 . The guns feel x10 more powerful, sniping is incredible and the entire feeling of playing a level is much more immersive. All without the pop.. pop.. popcorning in the background that it currently sounds like.

Kudos to the devs on this one, I can't wait for this next release to roll out.
🫑

gray plover
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Don't know what's OHD SFX all about, but I can't wait to try it

tall fulcrum
tall fulcrum
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Just a quick update FYI ..

  • Code has moved back from Alpha build into Production build, I'm doing final tests and small fixes then R6 is ready to go
  • The admin tool to drop a server to file enhance the server information in the UI is done and ready to go
  • The source code for Casualfield R6 and later will now be released on GitHub (to aid general OHD development in any way this might help)
  • The tools and methods to allow faction weapon naming will be opened up .. no coding necessary! Just some CSV editing etc. (more on this later)
tall fulcrum
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@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
R6 is ready for deployment, mainly client-side optimisation and quality of life fixes. Also take note a new server variable bNoReviveOnHeadshot this is on by default but you can revert to the old scheme by setting it to off if you wish.

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[r6 - next]

  • TWEAK: Reduce rag-doll life span from 45 seconds down to 20
  • TWEAK: Removed default limit for number of AI squads (of 3)
  • TWEAK: Increase HUD revive icon size proportionally from distances between 50m and 1m
  • FEATURE: Added auto-font swap to support more characters for player names in UI
  • FEATURE: Added server welcome dialog (if server description text is set by admin)
  • FEATURE: Improve server information UI and add server logo, server region flag, custom server name & custom server description
  • FEATURE: Allow player tags on death camera (if downed)
  • FEATURE: Added generic input fire latching (e.g. for coming out of running state). Applies to rifles/pistols
  • FEATURE: Added input reload latching (e.g. for coming out of weapon swap)
  • FEATURE: Added bNoReviveOnHeadshot sever variable (default: True)
  • BUGFIX: Fix floating-mesh of character on revive where character failed to go prone
  • BUGFIX: Prevent AI from respawning within 5 seconds (to prevent "zombie" characters accumulating)
  • BUGFIX: Dropped ammo/health not showing on certain maps
  • BUGFIX: Server name in deploy menu overlapping map banner art
  • BUGFIX: Prevent revive working through world geometry
  • BUGFIX: Fixed accumulating entities for spawn & bounds protection
  • BUGFIX: Due to damage system refactor (r5) the hit indicator was accidentally disabled
  • BUGFIX: Death cam looks at nothing because we reduced time with the rag-doll lifespan
  • BUGFIX: Kills not getting recorded if server settings disable revive
  • BUGFIX: Fix issue with reload latching preventing reload in specific circumstances
  • BUGFIX: Fix edge timing issue that may occur with the result of incorrect death screen information
  • BUGFIX: Sometimes on server join dead players revive 3D HUD icons were appearing (showing 0m)
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  • OPTIMISE: Removed some character components from simulated player proxies (ref: Yoshi)
  • OPTIMISE: Detached some character components from simulated player proxies (ref: Yoshi)
  • OPTIMISE: Refactored revive actor to reduce blueprint execution
  • OPTIMISE: Reduced player tag tick frequency to 250ms and added random distribution between tags
  • OPTIMISE: Reduced minimap tick frequency by 50% (in HUD only)
  • OPTIMISE: Reduced centre capture widget update frequency to 500ms
  • OPTIMISE: Reduced UI manager visibility update to 500ms
  • OPTIMISE: Reduce blueprint code executing behind ammo/health "leech" POI actors
acoustic plank
tall fulcrum
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Just been held up, looking to update about <t:1723820400>

tall fulcrum
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@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
R6 deployed to Steam
🀞

dense lotus
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Thanks Will Update After Work

tall fulcrum
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Any obvious screwups please let me know so I can fix em ASAP

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For the release (r6) and later the admin tool to make the save game files to enhance the server UI in Casualfield is released here:

http://77.68.113.72/ohd/CasualfieldSaveMaker.zip

Download, unzip with directories and run the CasualfieldSaveMaker.exe executable. Windows only for now.
Fill in the details and press "Generate SAV". The ServerInformation.sav file will be output to the uesave-x86_64-pc-windows-msvc sub-directory.

Copy this either into %LOCALAPPDATA%\HarshDoorstop\Saved\SaveGames to test locally with the Single Player mod of Casualfield OR
Copy this into your server location for deployment e.g. something like .. <Server Root>\HarshDoorstop\Saved\SaveGames

tall fulcrum
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⚠️

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Full apologies, I forgot that I had to change the game mode root .. I will update the documentation on Steam ASAP but for now please use this ...
game=/CasualCQB/Root/Core/BP_HDGame_Skirmish_CQB.BP_HDGame_Skirmish_CQB_C

Note the addition of /Root/

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(this won't change again, it's the only way to make UE copy files .. I won't bore people, just blame EPIC lol)

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Also, this will need a change in Game.ini

warning
Please change any
/CasualCQB/Core/BP_HDGame_Skirmish_CQB.BP_HDGame_Skirmish_CQB_C
to
/CasualCQB/Root/Core/BP_HDGame_Skirmish_CQB.BP_HDGame_Skirmish_CQB_C

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warning
and

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/CasualCQB/Core/BP_HDGameState_CQB.BP_HDGameState_CQB_C
to
/CasualCQB/Root/Core/BP_HDGameState_CQB.BP_HDGameState_CQB_C

past yarrow
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thx

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i was wonder what happen with all my config πŸ˜„

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and the nice welcome window

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lol

tepid light
tall fulcrum
# tepid light can you explain to a noob why you need to split the settings into the Game.ini a...

It's a fair question. Originally, I was going to have the images/icons in the SAV file - found that with UE replicating more than a bit of text from server to client is rather complicated. It can be done, but in the end it's a lot better anyway to have the URLs replicated to the clients and then they go off and just get the images themselves via HTTP.

So it's really a SAV now, in order to support the long description/server welcome text. That doesn't fit well into an ini file, e.g. newline characters etc. Also, I doubt ini can cope with anything other than ASCII character set.

I really just wanted to have a text/unicode file called welcome.txt that got read in by the UE server, but you can't do that .. not in a MOD as far as I'm aware.

tall fulcrum
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The new release was feeling pretty good last night on =LoyalGames.Eu= #5 | SquadSpawn | Revive | UKR - VDV ... until the UE server decided it had had enough 😦

We are still not sure what's going on, it was up to nearly an hour playtime on that particular map before πŸ’£ Hopefully we can track this down soon.

At least it gave me enough time to spot something, to have chat & voice UI still working when downed. So there is already something done for the next release lol

[r7 - next]

  • FEATURE: Voice chat notifications UI on the death-cam (for when downed)
  • FEATURE: Text chat UI on the death-cam (for when downed)
  • TWEAK: Use green icon (replace yellow icon) in squad chat
past yarrow
harsh onyx
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I would love to see a slide mechanic in this mod. I would also love to see the battlefield vaulting mechanic in this mod where a player throws his legs up to vault over objects.

tepid light
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@tall fulcrum is there any chance you can make some kind of "fallback" setting for the SAV settings? So if a sav wasnt found or was empty but the config has the relevant entry (like servername for example) set, it would use that? I would love to add the new settings to my [web panel](#serverhost_chat message) just so they can be easily edited by me and other admins using AMP (and potentially other panels). I could add a notice to these settings if they wanted more features out of these settings like linebreaks or special image formats or smth they should get your tool and manually edit ||https://i.vgy.me/TK9c24.png||

tall fulcrum
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TBH for most EU/US servers that use English and non-extended characters in their text got a feeling we could use the game.ini over SAV

tall fulcrum
# harsh onyx

This could work for "Casualfield Arcade" lol, I've nothing against it but it needs to be properly done i.e. with 1st person + 3rd person animations and fluid movement. I don't know if anyone has the capabilities to do this, but it's not something I've done before .. so not sure if I can.

tepid light
tall fulcrum
tepid light
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can we have a setting that lets only medics revive other players not every class?

dense heron
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can you add a server option that removes hitmarker and kill feed?

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or instead of removing the kill feed entirely, you can make it so there is a 25% chance that the player would make the dead noises like the one in the ohd overhaul

tall fulcrum
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@tepid light Yes, easy one that I'll add to list. @dense heron re: hitmarker & KF yeah again easy ones, on the list. BTW for anything more, probably best see what goes into the next OHD release 1st or I'll just be doubling-up on what has already been done.

Although .. as you can tell, the MP servers are crashing out at the moment with what looks like resource leaking until it's hitting some defined UE4 hard-limit. The mod is basically dead until I can (hopefully) fix this.

tall fulcrum
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@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
With 0 player count I've taken the opportunity to release a small change as r7. Basically, I have no idea what is causing the server crashes. Even with @past yarrow helping me with logging, the best we can come up with is it could be something to do with memory/resources. Could be, even though when I've run up my own servers the memory basically is static and it's never crashed, I mean .. of course!

Anyway, I've removed some of the client-side optimisations (when run on a dedicated server) that might be causing the crash. It's just a long shot, I've no idea. Thinking of what might have gone in recently, it's the most likely.

[r7 - 24/08/2024 @ 1:39pm]

  • BUGMASK: Disable character component optimisations when code runs on dedicated server
  • FEATURE: Voice chat notifications UI on the death-cam (for when downed)
  • FEATURE: Text chat UI on the death-cam (for when downed)
  • TWEAK: Use green icon (replace yellow icon) in squad chat

BTW if you are wondering why the optimisations were done in the first place, I'm afraid the load on the client-side with 48-64 players was crippling people's FPS .. so had to try something. Basically the character models are rather "heavy" and so this, combined with the additional Blueprint execution from the mod made unplayable FPS 😦

past yarrow
tall fulcrum
past yarrow
#

Don't by games. Just download OHD.

tall fulcrum
#

It's a sad state of affairs, but I would have never started the mod development 6 months ago with it being based on a Activision/EA product. Shame, because if you look at their recent H2M footage it looks really cool. But I'm afraid ... shut-down ... was inevitable.

tall fulcrum
# past yarrow Don't by games. Just download OHD.

There is nothing in H2M that we are not nearly at with CF. OK, COD is not to everyone's taste .. but from a purely technical perspective it would take a dev. about a month or two to re-skin and we'd have it.

#

Just sayin...

tepid light
tall fulcrum
tepid light
tall fulcrum
tepid light
past yarrow
#

@tall fulcrum Alpha version it's the same as the normal version?

tepid light
#

Oh btw, did you check if the leak also happens in the dev build?

tall fulcrum
tepid light
#

welp, i highly doubt that i get high player numbers either on my $12 vserver xd youre probably better of asking one of the often crashing servers to install ue4ss and enabling full crashdumps then

tepid light
tepid light
#

i like the MOTD thingy, what do you think about adding a new field LastAcknowledged MOTD to the sav file and if that MOTD matches the incoming one it wont prompt for it so you can "acknowledge" a motd once and it only shows up again if it changes in the future

#

oh yeah it really does tank the fps even when freshly started in SP

#

^ this is in SP with 12 bots and no Casualstrike

#

^ this is in SP with 12 bots and Casualstrike

tall fulcrum
tall fulcrum
#

Certainly there will be a multiplier factor down when running the mod, as it introduces new UI elements and more blueprint overhead. But realistically, it's now at a point where on most gaming rigs (and mine is ~3 years old) the difference is negligable.

dense heron
#

yoghurtman

tepid light
tall fulcrum
# tepid light My system is fine and 40fps not perfect (that would be 60) but playable, you got...

Like I say, my PC isn't that fast these days compared to what most people are gaming on.

CPU: 11th Gen Intel(R) Core(TM) i7-11700KF @ 3.60GHz, 3600 Mhz, 8 Core(s), 16 Logical Processor(s)
GFX: NVIDIA GeForce RTX 3070 Ti @ 1080p

Well there is nothing much I can do. I have profiled and optimised the mod as much as I can, but Blueprints are all we have. Sure, the same code in C++ would be much faster, but that is not an option.

tepid light
tepid light
dense heron
#

might want to ask yoshi to find things to optimize

#

I really wanted to play this mod but every time I get in a 64 players server I'd only be getting ~17fps, one third of frames that I get when playing ohd overhaul.

past yarrow
#

But Couboo did you upgrade you PC?

#

because I have like 60 fps on Jaziira same as vanilla ran.

past yarrow
#

ok folks, we gonna try the mod?

#

Ver R7

tall fulcrum
# tepid light Look at the steam hw survey, youre like twice or 3 times the average. Im a littl...

Yeah .. 1050 .. I mean it's an 8 year old card. But still on small CQB maps I would have hoped it's good enough 😦
I've got another PC that I've donated on my kid lol, it's a i5 + 1080. That is still a decent rig, so when I can turf her off it I'll get Steam installed and test on OHD that.

TBH it's more probably about the CPU, UE Blueprints are just a very slow scripting engine really. The code I have in the mod is trivial compared to C++ game code I've written in the past, but it always gonna bloat out with Blueprints .. especially on older CPUs I'm afraid

tall fulcrum
# dense heron I really wanted to play this mod but every time I get in a 64 players server I'd...

There is already a heavy per-player performance cost with OHD client-side, even on Vanilla. The OHD Overhaul has some optimisations .. but Yoshi said he wasn't sure they'd not make things unstable. I've taken on some of his suggestions ... however, that may be the cause of the problem bigger than performance, the dedicated server crashing πŸ™ˆ .

TBH I really don't think you are going to get the full potential out of your rig with UE4. Certainly, not unless you have spent ages optimising and also using ONLY C++.

past yarrow
#

@tall fulcrum Is a bit dead time now

#

in about 2-3 hours more people should show up

tall fulcrum
tepid light
tall fulcrum
#

BTW I've now got custom background sorted, so either the map maker can drop a texture in or I can drop something on my server and it will pick that up on a per-map basis.

tepid light
tepid light
tall fulcrum
#

I would have hoped an i5+1080 could easily push a 32 player game @ 60fps with OHD
Maybe it "just" does, and any additional baggage ontop of that is too much

dense heron
#

oh yea, played the R7 and it runs much better than the previous version

tall fulcrum
#

I'm going to run it up on an i5+1080 later, and if there is anything I can do to improve performance more I will.

tepid light
#

Can you make it so the "Skip Revive" button also appears on the spawn menu?

tall fulcrum
tall fulcrum
#

Guys, I wanted to see how CF was running client-side on a oldish machine. So I've turfed off my kid and commandeered her machine last night (it was mine anyway before donation to the ROBLOX gaming needs!).

Granted, it's not a slug. And I remember at the time I was mighty impressed with the GFX fps. And it's actually a 1070 not a 1080 as I'd thought. The vintage is about 2017. @tepid light I completely understand there appears no comparison with 1050, so I appreciate OHD/CF could run significantly slower for you.

https://gpu.userbenchmark.com/Compare/Nvidia-GTX-1070-vs-Nvidia-GTX-1050/3609vs3650
(both cards are 2016 vintage)

It was on Jizira and Kafji (I think), so not the best levels for FPS anyway. This is multiplayer with 1st SS @ ~29 players, 2nd SS @ ~25 players.

To be honest, I was quite surprised at how well it performed. This is with all settings left on EPIC. I was getting ~70 fps @ 1080p. Back in ~2016 I think I was still on a 60Hz monitor, so the 1070 really was adequate.

Intel(R) Core(TM) i5-8500 CPU @ 3.00GHz 3.00 GHz
NVIDIA GeForce GTX 1070
1920 x 1080 x 60 hertz
Windows 11 Pro
24.0 GB RAM

tepid light
tall fulcrum
# tepid light Have you tried singleplayer with bots?

Yes, as I expected, the logic load goes up because the bots do put a strain on the CPU. The FPS with 31 bots and 1 player goes to 50-60 fps. You can see this with the UE stats. I don't know if there is anyway for the OHD devs to reduce the tick frequency for the bots, maybe run half the bots on one frame the rest on the next etc.

tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
Pushed a new update to fix the missing HUD elements on map transition. Please update when you can.

[r8 - 27/08/2024]

  • BUGFIX: Fixed capture point HUD being lost on map transition
  • BUGFIX: Fix incorrect POI capture size radius being shown (on some maps)
  • FEATURE: Map creators can override background image by putting a specific background image into their packages
  • FEATURE: Fall-back loading of background images from Casualfield HTTP repository (if JPG available for map)
  • TWEAK: Reduced max walk speed (450.0 -> 380)
tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
Pushed a new update to improve some client side features and fix a couple of bugs. Please update when you can.

[r9 - 30/08/2024]

  • BUGFIX: Capture point POI sometimes being lost on map transition
  • BUGFIX: Fix sometimes missing blood FX on damage (when no death cam)
  • FEATURE: Added blood FX to death (when no death cam)
  • FEATURE: Automatically show chat box using global chat channel on match end screen (2nd phase)
  • TWEAK: Spawn protection uses largest of, radius on base capture point or server setting
  • TWEAK: Replace HUD capture point "ATTACK/DEFEND" prompts with OHD icons (Sword/Shield)
  • TWEAK: Reduce size of HUD capture point icons slightly
tepid light
tall fulcrum
# tepid light where did you put the explanation for feature 1?

I'm afraid I've been working .. and then playtesting. Unlike it seems many game developers these days at I actually play the stuff I write! πŸ˜„

re: I'm going to write up a brief guide over the weekend for the background, along with other map things that need putting down somewhere.
Although for the background, it's a simple as dropping a texture in the same place as where the "Map Preview Img" is. Name it "background".

#

^^ How I didn't get sniped whilst I was looking at the hills is a mystery πŸ€·β€β™‚οΈ

tepid light
#

nice nice, thank you <3

tall fulcrum
#

I needed this for the DNS back-end, but seemed a good idea to showcase some of the diverse maps people are already playing on at the same time πŸ™‚

https://casualfield.com/

tall fulcrum
#

See [3]

tall fulcrum
#

Getting ready for the next release (r10).

In order for this I've been doing "research" .. by basically playing CF on multiplayer for quite a few hours over the weekend. I'm pretty happy with where it is with stability (the server crash seems fixed) and performance (I'm getting a playable FPS most of the time).

So this next release is going to be mainly an attempt to improve [1] the character navigation over terrain and [2] the 1st person experience.

One of the things I most disliked was the 1st person camera glitching/jolting (mostly in the Z-axis). So I'm looking at ways to smooth out the experience and in the next release will be optional (default on) camera smoothing. The aim of this is to stop the camera moving too harshly when navigating stairs and general uneven terrain/objects.

https://casualfield.com/ohd/video/CameraSmoothingTest.mp4

tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update pushed with character movement & camera improvements. Please update when you can.

[r10 - 03/09/2024]

  • FEATURE: 1st person camera smoothing (see client config)
  • TWEAK: Character Navigation: Jump Z Velocity 320 -> 400
  • TWEAK: Character Navigation: Min Climb Onto Ledge Height 70 -> 60
  • TWEAK: Character Navigation: Max Step Height 45 -> 60
  • TWEAK: Character Springarm: Enable Camera Lag False -> True (when camera smoothing is ENABLED)
  • TWEAK: Character Springarm: Camera Lag Speed 20 -> 10
  • TWEAK: Character Springarm: Lag Max Distance 0.5 -> 0
  • BUGTOOL: Press ALT+O in-game to re-generate capture point minimap POI
tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update pushed, some player tag improvements and around the squad spawn area. Please update when you can.

[r11 - 06/09/2024]

  • TWEAK: Improve player tag overview mode visibility (i.e. dot)
  • FEATURE: Added player tag overview mode dynamic scaling with distance
  • FEATURE: Added VOIP talking icon to player tag (detail mode)
  • FEATURE: Added server var "SquadSpawnEnemyRadius" to control minimum distance enemy players must be away from a squad spawn location
  • TWEAK: Increased "SquadSpawnEnemyRadius" 15m -> 50m (parameter value = 5000)
  • FEATURE: Added deploy menu squad spawn prediction marker (green player icon - periodic check - client side)
tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update pushed, mostly bug fixes & new server var to control death screen information on/off. When you can update, please do.

[r12 - 07/09/2024]

  • BUGFIX: Fixed issue with squad spawn logic where enemy player was in range of selected spawn
  • BUGFIX: Disable squad spawn marker system when server isn't using squad spawn
  • BUGFIX: Squad spawn marker UI SFX was playing at game end
  • BUGFIX: Latch VOIP icon on player tag for 1 second (as with release r11 it flickers)
  • BUGFIX: Added another potential fix for capture point POI sometimes being lost on map transition
  • FEATURE: Added server var "bEnableDeathInformation" to control if death screen shows killer and stats
harsh onyx
#

Hey Kenny. How does your friendly player spawn system work to differentiate between large and small maps that will have varying levels of acceptability where enemy players can be to a spawn when spawning on a player?

past yarrow
#

Just to prevent COD spawn camping and poping up people from nowhere

dusk mulch
#

Hey guys I would like to thank SteamKenny for this great mod. I got a server from awn.gg with Casualfield installed. The mod works great but I am trying to figure out how to setup and make changes server side. I copied and pasted the server info from the site instructions to the game.ini , but nothing changes after server restart. Does anybody have any suggestions on what this noob is doing wrong? If this is the wrong place to ask I am sorry.

past yarrow
#

I don't know nothing about AWN

tall fulcrum
dense heron
#

is it just me or is it no longer possible to edit the gamemode config on singleplayer match?

tall fulcrum
#

The values that are used are stored in gameusersettings.ini under this tag

#

[/CasualCQB/Root/Core/ClientSettings_CQB.ClientSettings_CQB_C]

#

It is I'm afraid not possible for the game.ini to be modified, even in single player mode, so hence why the client settings override

tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update pushed, bug fixes, new RCON/admin tools and "Free(ish) Look"

[r13 - 28/09/2024]

  • BUGFIX: Player tag VOIP icon background now set to squad/team/enemy colour scheme
  • BUGFIX: Fixed a legacy material reference pointing at Detonation mod (re: player outline)
  • BUGFIX: You no longer get score for killing yourself
  • TWEAK: Increased player tag overview (i.e. dot) visibility range 100m -> 200m
  • TWEAK: Increased player tag overview (i.e. dot) scale down range 50m [largest] -> 100m [smallest]
  • TWEAK: Changed squad outlining colour Yellow -> Green to match squad/team/enemy colour scheme
  • FEATURE: 1st version of "Sauron" admin mode (press HOME in game to activate) & SauRCON admin tool
  • FEATURE: 1st version of "Free Look" camera mode (hold LEFT ALT)
past yarrow
#

did you confim new steam terms?

#

πŸ™‚

#

@bitter basalt had a problem update today because of it

dense heron
#

@bleak helm wen

tall fulcrum
rocky kayak
#

Hurricane got me out of commission the next few days, no power or cell service. I'ma be a bit late updating 😦

tall fulcrum
tall fulcrum
#

r13 - update : Just a few notes about the recent update

  • Some of you spotted that the addition of free-look had slowed down the turn movement slightly. I've now reworked the way free-look hooks into the player controller and in the next update free-look should have no effect on turn/pitch when not active @past yarrow

  • [admins] Sometimes coming out of of Sauron in-game puts the player into a temporary frozen state for some of the main inputs (i.e. movement, look). I can't recreate this yet, but I am aware of it.

  • [admin] @past yarrow I've increased the max movement speed

harsh onyx
#

i didnt notice free look until i tried to talk in vc with alt haha. i thought that was pretty cool

tall fulcrum
tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update, bug fixes from r13.

[r14 - 30/09/2024]

  • BUGFIX: Free-look implementation was slowing down player yaw/pitch input slightly
  • BUGFIX: Issue getting stuck in free-look mode on return from Sauron
  • BUGFIX: If killed in free-look camera started spinning manically!
  • BUGFIX: Server name written into the SauronOut SAV is the friendly name, needs to be the raw name for SauRCON link to work
  • TWEAK: HUD capture point action icon (sword/shield) now always displayed along with letter (when active)
gentle goblet
#

Jeez, the UI is magnificent, I would love this to be incorporated in native

tall fulcrum
tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update, mostly admin tools.

[r15 - 06/10/2024]

  • BUGFIX: Player list for SauRCON link out now includes players not spawned in
  • BUGFIX: Remove grouping separator for player ID in Sauron player tags
  • BUGFIX: Issue with movement/aim freeze on return from Sauron
  • FEATURE: Enabled "KennyConsole" for server admins (ALT + ` [backtick/backquote])
  • FEATURE: Added admin message broadcast using KennyConsole (Command: "say,<message>")

BTW I'm aware that not all keyboard layouts have access to the new console binding, I'll add a more common one in r16

tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New day, new update lol. Admin tool and QOL improvements.

[r16 - 08/10/2024]

  • FEATURE: Added additional KennyConsole keybind for server admins (ALT + NUMPAD*)
  • FEATURE: Added admin message broadcast display time (Command: "say,<message>,<time in seconds>[optional]")
  • OPTIMISE: Player tags now don't update at all when off-screen
  • FEATURE: Enhanced UI mode (default on - see client config)
  • FEATURE: Add additional line test for head (in addition to body) on player tag (if "Enhanced UI mode" is on)
  • TWEAK: Fade-out player tags in line with aiming speed (i.e. is now faster than before)
  • TWEAK: Fade-out player tags completely when fully aimed-in (to aid targetting and because of the FOV offset issue)
rapid totem
#

I encountered UI bug with Auto follow player button beneath the map in deploy menu. It somehow switched to being activated/deactivated whenever any click happens on the map.

#

Particularly that white circle thing

tall fulcrum
tall fulcrum
#

The checkbox is so people can, if they want, completely disable the auto-follow system. If turned off, the map will work as Vanilla.

#

There looks like there is a minor bug when switching from game to deploy menu, so I'll check that.

#

(but not around the area you originally mentioned)

rapid totem
tall fulcrum
tall fulcrum
#

OK .. so I thought it's about time for this post... πŸ™‚

We are coming up to the 8 months mark since the first version of Casualfield. What started as a simple player tag mod has kind of kept growing, lol

Thanks to everyone who has helped, hosted, tested, bug reported etc. it would not be possible without you.

So going forward, what's the future for CF?

Well, looking at the current OHD development, I think that a lot of the features currently only available in CF will be available in the main game pretty soon come the next OHD release. Which is great news!

I don't want to duplicate features/work, so I will probably hold off on things like "spotting" etc. until I see what the next Vanilla release will have in and how it plays.

So for the near term, releases will probably be bug fixes and admin tools.

But if people keep playing, then I'll keep on developing the mod and have to see where it goes!

past yarrow
bleak helm
#

All hail steamkenny

#

He has done what some of us can only dream of

tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update. Some bugfixes, added server variables (as alternative to SAV file) and initial version of the HUD squad list.

[r17 - 18/10/2024]

  • TWEAK: Updated player "Additional Input" help table to include free look
  • BUGFIX: Map position not being correctly restored when transitioning from HUD->Deploy Menu
  • BUGFIX: Don't reset player UI on return from Sauron
  • FEATURE: Added initial version of Squad List to player HUD (default on - see client config)
  • FEATURE: Added server variable "ServerName"
  • FEATURE: Added server variable "ServerSubTitle"
  • FEATURE: Added server variable "ServerInformation" (use "Β¬" character in place of new-line)
  • FEATURE: Added server variable "ServerIconURL"
  • FEATURE: Added server variable "ServerFlagIconURL"
  • BUGFIX: Fix issue with player class icon not showing medic in certain faction mods
  • TWEAK: Reduce the number of max players per squad from 9 to 6
  • TWEAK: Reduce the number of max bots per squad from 6 to 4
  • TWEAK: Increase the size of the hit markers

I've found that the game.ini file can be UTF16 (certainly on Windows). So I've added the ability to use game.ini variables rather than the SAV file to configure the server information. For those using the SAV file, no need to change unless you want to. The SAV will still be supported.

tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update. One minor client-side fix as below, and a lot of work on admin tools.

[r18 - 02/11/2024]

  • TWEAK: Don't go into free-look mode straight away on ALT press, wait until there is also some significant mouse input
  • FEATURE: Admin *[Redacted] *...

Game features are now on hold until the next OHD release (bar any bug fixes).

past yarrow
#

Yes, make them don't even think about playing with cheats.

harsh onyx
#

Isnt the OHD update going to be in the summer?

mild scaffold
#

We're aiming for 2 year anniversary

harsh onyx
#

When is the 2nd year annviersary?

mild scaffold
#

February 15

#

OHD Day, funnily enough D-Day is coming with the update

tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update. Sauron tools improvements.

[r19 - 08/11/2024]

tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update. Sauron tools improvements & experimental game mode player scoring.

[r20 - 12/11/2024]

  • FEATURE: Added initial objective player points scoring system (if in Attack/Defend areas every x seconds = x pts)
tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update. Sauron tools improvements & experimental swimming component.

[r21 - 14/11/2024]

  • FEATURE: Initial version of the swimming support component (experimental)
  • FEATURE: Added client setting so small minimap hidden but extended minimap still shows ("hide small minimap")
  • FEATURE: Turn off auto-squad join for admins
harsh onyx
#

Is the experimental swimming mechanic the one that Kusmich has been working on?

#

The mechanic where you swim under the water too?

tall fulcrum
# harsh onyx The mechanic where you swim under the water too?

Yes, I'm working with Kusmich to prototype an advanced swimming mechanism. We needed some blueprints, which is what I've been working on. Graphically, it's all that mans work πŸ‘ The blueprints control the visual and audio effects. You can swim on the top of the water and then dive down under using the croutch key. Eventually, there will be an "air" bar when you are under the water to prevent infinite under .. water .. ingsz.

tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update.

[r22 - 16/11/2024]

  • TWEAK: Improvements to the swimming component
  • TWEAK: Reduce "Objective Frequency" update from 30 -> 20 seconds
  • TWEAK: Change player scoreboard highlight from yellow background to orange
  • BUGFIX: Fixed a client state related timing bug with Spawn Protection
  • FEATURE: Minimum client display settings now enforced on Shadows, Foliage & View Distance
tall fulcrum
#

A lovely day in OHD ..

tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update. Minimap changes & more admin tools work.

[r23 - 21/11/2024]

  • FEATURE: Minimap now has circle bounds [rather than square] to reduce screen usage (also to mask an internal limitation issue with OHD minimap)
  • TWEAK: Reduced minimap render frequency from every frame to every other frame
tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
Update r25 now on Steam, also here are the release notes for r24 I forgot to post up. Additional admin tools work in both r24 & r25.

[r24 - 25/11/2024]

  • BUGFIX: Fix issue with minimap player tooltips not working (caused by changes in r23)
  • BUGFIX: Fix not being able to click on minimap spawn locations if players icons in close proximity (caused by changes in r23)
  • BUGFIX: Fix end-of-level scoreboard dropping off bottom of screen when >~60 players
  • BUGFIX: Squad leader player number in minimap icon rotation corrected in HUD mode
  • BUGFIX: Prevent minimap judder and POI flicker when using zoom in/out on HUD
  • FEATURE: Added x seconds player spawn protection (default 10 - see 'SpawnSafeTime' server variable)
  • FEATURE: Minimum client display settings now enforced on Texture & Visual Effects
  • TWEAK: Disabled experimental "Objective" scoring system
  • TWEAK: Reduced minimap render frequency from every other frame to every 4 frames

[r25 - 28/11/2024]

  • TWEAK: More obvious hit-marker & SFX for blocked shot (spawn protection)
tall fulcrum
#

@rocky kayak @bleak helm @acoustic plank @dense lotus @past yarrow
New update.

[r26 - 29/11/2024]

  • BUGFIX: Squad spawn icon & action were allowed when not in squad (would treat non-squadded players as spawnable)
tall fulcrum
#

@rocky kayak @dense lotus @past yarrow
New admin updates and forgot about previous update - Sorry! πŸ™‚

[r27 - 02/12/2024]
[r28 - 03/12/2024]

tall fulcrum
#

@rocky kayak @dense lotus @past yarrow
New admin updates and some small game fixes.

[r29 - 08/12/2024]

  • TWEAK: Use basic ASCII check for UNICODE font switching rather than render size guess (OSD)
tall fulcrum
#

Hi. There is a nasty client side bug in the latest version R31v2. For this reason we decided to take down the most popular CF server (Loyal Games #3) until this is fixed, to avoid annoyance.

The issue has been tracked down to a bug/feature/f-up in the UMG part of the UE4 engine OHD runs on (i.e. the user interface).

A fixed release is in testing and hopefully we can get this out ASAP.

tall fulcrum
#

An update has been pushed to hopefully fix the client crashes in r31v2. Enjoy!

[r32 - 21/12/2024 @ 10pm]

  • BUGFIX: Remove use of UMG 'SetTextStyleSet' node as it causes client crash (shared-pointer bug).
  • BUGMASK: Add hack to work-around a bug in chat scrolling so scroll-to-view for last added chat should be shown.
  • TWEAK: Improve the visibility of the text on the chat entry.
  • TWEAK: Group colour the player name on the chat entry.
jagged ivy
#

can we drop suggestions/questions here? @tall fulcrum

jagged ivy
#

i wouldnt have cared if games never advanced past this level of techincal fidelity, as long as micro transactions, season passes and tons of stupid un-immersive cosmetics never existed.

wicked wolf
#

yeah i agree, its borderline hairpulling seeing some of the shit that AAA and even AA do these days, and by these days i mean the past decade

tall fulcrum
jagged ivy
tall fulcrum
#

At the moment there is basically 1 full 64 player Casualfield server, that's rammed most of the day

#

If we have and can retain more players after the next main OHD update then I'd be more inclinded to get some more configuration in

jagged ivy
tall fulcrum
rigid bloom
#

game needs a full release with all the features and polish til the player count starts going up again, impatience is natural and ppl dont wanna wait forever in early access

#

publicity on launch would also help

tall fulcrum
#

@rigid bloom that's a fair point. As it stands the Vanilla release is missing far too much quality of life for people to seriously consider it at the moment. Some of the gaps Casualfield fills, not all granted. I mean that's just my personal opinion, if people are having fun on the Vanilla servers then great stuff. However, I think if you compare OHD against something like Hell Let Loose or Squad, people are just going to pay for HLL/Squad to get a more complete game. Also, Reforger is really taking off at the moment. Probably the console release helps that somewhat, but you can't deny they've made a pretty decent game after a poor start.
https://steamcharts.com/app/1874880
I have my own stats for Casualfield, and we get quite a lot of returning players recently. Some .. I recognise their f**king names, always on the server! πŸ˜†
So I think quite a lot of people like the quicker game play and more direct path to get into the play.
I mean, that was one of the main points, so hopefully it offers something.
My idea was that it would be a "gateway drug" into Vanilla .. but if people stay around in the casual lands then so be it lol

rigid bloom
#

Ive alr had pain trying to understand the basics of arma 2 and 3 lol

jagged ivy
#

i can even host from my machine

#

just lmk

rigid bloom
#

Nah thanks the 20 tutorials tried enough lol

rugged zephyr
#

casualfield is fun, good job modders.

tall fulcrum
past yarrow
#

Only positive feedback is allowed, you working hard for it.

harsh onyx
#

Hey Kenny. Can you make the spawn protection significantly short on Casual field? on my CQB maps it is being used as a cheat on the smaller maps to use against other players advantage.

#

what is the time of spawn protection already at?

past yarrow
#

The spawn protection have same radius like capture zone, In almost all maps the capture zone is very small on base spawn. Best if you edit the zone on your map.

#

I have no bloody clue how small you can make.

harsh onyx
#

ok

#

im fixing my Hillside Taxidermy map to deal with this issue. Π‘3

#

❀️ *

tall fulcrum
#

Yes, the spawn protection is both a zone (unlimited time) and per-player (10 sec default as SLY said).
I had a feeling the 10 sec might not be great for small CQB maps.
You can change this per server, but not per map at the moment.

#

The 10 sec also applies to squad spawn, I would think that on small maps squad spawn is probably best turned off.

tall fulcrum
#

A heads-up on an small but annoying issue with the great "NAVY SEALs '90 (VBSS)" faction by @mellow isle when used with Casualfield.
There is a bug in the current CF release which causes the NVG equipment to be unequipped.
We've found and fixed the bug, so in the next mod release (r35) and onwards this will not be an issue.
Until then you can disable the extended weapon logic handling of Casualfield which will work-around the problem.

Just don't forget to turn this setting back on from r35 and onwards or you'll be missing out on a lot of nice input handling that you're probably already taking for granted in CF πŸ˜‰

tall fulcrum
#

So here we are ... πŸ™‚
#πŸ””announcements message
In relation to the existing Casualfield MOD and compatibility with the new OHD release ...
Sorry ..I can't guarantee it will run well together.
Hopefully, it might just need a few tweaks here and there ... 🀞

#

Let's see how things go.

final halo
#

We believe in you!

bleak helm
tall fulcrum
#

Guys just to clarify .. Casualfield ain't dead
I just pulled it because I have not had time to ensure it's FULLY compatible with the new update
I also need to know the base Vanilla performance and operations before I can be sure I don't introduce any issues
I'm going to have my best people on it over the weekend ...

bleak helm
#

THE GREAT GATO

vivid seal
#

all of the HUD elements seem to be doing their job

tall fulcrum
vivid seal
#

I'm not spotting anything visibly wrong, and it's not crashing with missing references

vivid seal
tall fulcrum
#

I think Skirmish would be fine

vivid seal
#

meanwhile Plastic Factions and Hostage Rescue both crash on mapstart

#

yeah, my test with Apartment Buildings (skirmish) went well

tall fulcrum
#

Yeah I fixed the mod against the dev build a few months back
and it hasn't broken since
quite why ... dunno lol

#

πŸ˜†

#

I know the HUD in the vehicles is broken
and the map markers are broken
might be some other stuff ..
but nothing too big
going to add new mode Casualfield_AAS to work correctly

vivid seal
#

quite why ... dunno lol

#

the whole HDAssets folder got restructured

#

you probably did your devbuild after that occured

tall fulcrum
#

Oh cool what a bit of luck πŸ™‚
Still got 70gb to DL before I (and my cat outsourced labour) can crack on a get this mod updated
Going to be a tomorrow job
Thanks @vivid seal

vivid seal
#

no problem, glad to be of assistance.

#

have a great evening.

tall fulcrum
#

@bleak helm This is Luke or SnoreLukes as he is also know as. TBH I think I overestimated the amount of help I'm going to get out of him on sorting out the mod .. those animated cat GIFs with them smashing out code were false advertising! Looks like I'm on my own with this mod update, to be fair he's not that good at UE4 and I've erm, still not finished downloading the updated SDK so I'll let him snooze.

tall fulcrum
dense lotus
#

Oh Just Realised It's De Listed On Steam....??

#

Good Job I Had It Early 🀣

tall fulcrum
dense lotus
#

πŸ™

lusty tusk
tall fulcrum
dense lotus
tall fulcrum
#

OK thanks @dense lotus .. glad its working for you anyway πŸ™‚

rigid bloom
dense lotus
lusty tusk
#

I think it is related to the number of bots but not sure

tall fulcrum
tall fulcrum
lusty tusk
#

So yeah the bots fill the 4 player squads then the player can't join

tall fulcrum
#

That's what I've just found, yeah ... its annoying have fixed

tall fulcrum
#

Guys I'm afraid the mod is just too broken now after the update
We have server crashes and logic inconsistencies/bugs all over the place
I just don't have the time to fix all that
I gave it a shot, sorry for now
RIP

mild scaffold
#

All good Kenny don't worry! Thank you for trying. Can come back to it at a later point with a refreshed mind

tall fulcrum
past yarrow
#

This is the way

vivid seal
#

So, then, what can be abstracted out from what's left?

#

I knew casualfield primarily as "hud improvements"

#

i know it had it's own revives system and such, but I'm not as familiar with all of those minor features which were added

#

and since it's no longer listed, it's even more difficult for me to enumerate them now, lol

tall fulcrum
# vivid seal i know it had it's own revives system and such, but I'm not as familiar with all...

It actually had a lot of features, as I've found when looking over to try and remember what is in it. And that's just the game features never mind the admin tools and backend system that are there.

The large in-game feature set is actually why the mod is broke, there are too many features to maintain against a potentially ever shifting Vanilla/SDK. Some like squad spawn and legacy [mod] revive are causing problems with the latest release. A lot of the features relied on hacks/work-arounds in the first place to account for the SDK.

I've come up with a way forward, and this is the only real way.

Project: Casualfield Resurection

Start: 08/03/2025
Duration: [TBC]
Purpose:

  • Make mod work again with latest release
  • Pivot mod towards enhancing the Vanilla experience and away from a Battlefield/Arcade style of play
  • e.g. Enhanced UI IN, admin tools IN, minimap IN, Squad spawn OUT, Old mod revive OUT, old arcade Death Camera OUT ...
  • Reduce feature set to reduce maintenance overhead
  • Maintain a working code set for potential feature merge into Vanilla
#

After watching the recent playtests I believe that dumbing down (e.g. squad spawn) is not in the long term interests of OHD. Also, with the impending release of the next Battlefield there is little point trying to compete in that style of play.

tall fulcrum
#

Well guys it's going a lot better than I expected ...
Elon has nothing on the chainsaw that I've been using today.
It's been brutal, the UE editor crashed many times.
BTW I can definatley recommend a pop-up minimap when you are driving, maybe one for Vanilla.

bleak helm
#

I know ur pain

tall fulcrum
bleak helm
#

It no like

#

If u gotta delete u can remove any references to the bp in other bps. This usually means deleting variables of the type u are deleting or functions / casts to the said type.

#

Then restart editor and delete

tall fulcrum
bleak helm
tall fulcrum
# bleak helm I think there is still a big audience for this kind of Battlefield-like gameplay...

Well it's back from the dead
Basically replaced the mod revive system with the base game one, which should mean less confusion all round - also a lot less complexity in the mod
Stripped out the Squad Spawn system, there are rally points now .. this should be enough?
I know people who play in Single Player and going to complain about having to drive/walk to get back in the fight now but maybe we can turn back on capture point spawns JUST for Single Play, can't please everyone
..
Still crashing getting out of a vehicle, so need to wait for base game hotfix first to see if that bug has been fixed
That's why its still delisted for now
🀞

bleak helm
#

people can still play casualfield without vehicles right?

tall fulcrum
bleak helm
tall fulcrum
#

@bleak helm Well I've found the crashing getting out of the vehicle ..
It's the stripping of the non-essential components for the proxy characters
Well they **were **non-essential
But now they are being referenced on exit or needed in some way
Causes an C++ null pointer exception in the OHD SDK
So I'll just have to disable the stripping
But the game will now run like ass on a 64 player server I expect
Why UE doesn't separate correctly local and proxy characters is beyond me
But I guess this is how is it is 😦

tall fulcrum
#

[r42 - 09/03/2025]

  • BUGFIX: More compatilibity work for the Vanilla revive system.
  • REFACTOR: Remove [mod] Revive System.
  • REFACTOR: Remove [mod] Squad Spawn system.
  • REFACTOR: Removed player modifiers (e.g. capsule width, speed, strafe, fall-damage, ..)
  • REFACTOR: Removed arcade-style death camera.
  • REFACTOR: Removed base capture point spawn protection (is incompatible with vehicles)
  • REFACTOR: Removed map bounds protection (is incompatible with vehicles)
  • BUGFIX: Fix rotation issue with squad number and minimap rotation.
  • DISABLE: Disabled experimental swimming component.

[r43 - next]

  • BUGFIX: Fix some asset references still pointing into Detonation mod (1 material & 1 audio).
  • REFACTOR/BUGFIX: Make the HUD manipulation work with the new root/character/vehicle split HUD system from the SDK.
  • BUGFIX: Mod HUD now compatible with master HUD on/off flag (e.g. ShowHUD 0/1 console command now works).
  • BUGFIX: Clients should no longer crash out when other players enters/exits from a vehicle (disabled proxy player optimisations).
  • BUGFIX: Prevent enter into Sauron mode whilst in vehicle.
  • BUGFIX: Prevent minimap glitching when moving from Deploy menu to HUD (and back).
  • BUGFIX: Player no longer gets double kill if they down player and then player dies.
  • TWEAK: Reduced minimum death screen wait time from 5 seconds -> 1 second.
  • BUGFIX: Fixed minimap flicker when only large minimap in use.
  • TWEAK: Move minimap zoom read-out to bottom-middle (from bottom-right).
#

I would like to release R43 public to coincide with the next offical OHD release.
🀞

gaunt oak
tall fulcrum
#

I did need to change a couple of minor bits to stop double-death counting, so I followed the pattern you have there.

gaunt oak
tall fulcrum
spiral adder
#

Just played on that Rusty Rifles World War 2 server running your mod, Kenny, I really enjoyed it apart from the sniper class being available. Will you make it possible to for server owners to disable that class if they want to?

#

Also, if you add 'Detonation mode' to the mod it will be superb, i.e., being able to destroy enemy radio stations, radio antennas, ammo' dumps, V2 rocket installations, anti-aircraft batteries, and radar stations etc..

#

@tall fulcrum Sorry, mate, forgot to tag you in my replies πŸ‘† .

tall fulcrum
tall fulcrum
past yarrow
#

dont need a strip a kit if we play with kit restrictions i think

#

But yeah, on server with kit restriction disabled it would be nice to block the sniper kit

#

I would be a good like a option, if you disable kit restriction -> no snipers

tall fulcrum
past yarrow
#

we definitely have too many snipers and half of them are blind, they shoot more at their own people than at the enemy

dense lotus
dense lotus
tall fulcrum
past yarrow
#

on big maps they have harder

tall fulcrum
#

I killed him out of mercy

past yarrow
#

And we need them for admin satisfaction

#

πŸ˜‰

spiral adder
past yarrow
#

That was the main reason dump the old AAS system (spawnable flags)

#

force people to cooperate

#

if someone want qick bang bang, they have skirmish servers

tall fulcrum
past yarrow
#

Yeah, but remember, you have some players born as snipers

#

if you take that from them, they will go play something else

tall fulcrum
#

Is there a limit on the number of snipers per team?

past yarrow
#

per squad

#

not team

tall fulcrum
#

ummm

#

I'd rather see a limit per team tbh

past yarrow
#

so, is enough to run the server with kit restriction

spiral adder
tall fulcrum
#

I mean I'm quite happy to put in kit removal, I think it's quite easy
I hate snipers

#

lol

spiral adder
#

πŸ˜‚

past yarrow
spiral adder
past yarrow
spiral adder
past yarrow
#

Is more players in EU then US

#

when europe is going sleep, servers dying

spiral adder
spiral adder
#

Anyway, thanks for your replies, Gents, I'm off to get shot by a sniper...πŸ˜‰

past yarrow
#

Its just skill issue, true the snipers are annoing but they can't making the server empty

#

do you know how many players pass through the server in one map

#

and this is not 64 people

vivid seal
#

that feels a lot more 'busy' than I'd expect, but nothing jumps out at me as bad

tall fulcrum
vivid seal
#

tilts head

tall fulcrum
#

Great match on Loyal #3, when people stick as a squad the game is getting there. Also with HABs being placed and RPs. Playing it's hit and miss at the moment, one game there is nothing, no spawn points, people running the length of the map, the next HAB/RPs/Vehicles are being used well etc.

Vehicle recycling will help a lot.
And if we can find someway to get people to place RPs/HABs.
Anyway, some snaps from my last game.

tall fulcrum
#

Following on from playing the game for several matches yesterday, next release to focus on QOL improvements and bug fixes.

[r44 - next]

  • BUGFIX: Player Tag - Support added for when player in control of vehicle (i.e. drivers seat).
  • BUGFIX: Font extended character support was not active in Sauron.
  • TWEAK: Player Tag - Class icon hidden once distance from camera >25m.
  • TWEAK: Player Tag - DistanceTo read-out now only shown once distance from camera >25m.
spiral adder
spiral adder
# final halo That's a default game feature?

I've no idea, Gamer, I don't run a server right now for 'O:HD'. The reason I'm asking is because one of the reasons the Post Scriptum killed their game and 'Hell Let Loose' took over from them was because of their change to the ticket system. They lowered the ticket count significantly, but gave the server admins no tools to reverert things if they didn't like it.

final halo
#

Ahh alright, yeah OHD gives server owners the choice to change tickets per maps

spiral adder
# final halo That's a default game feature?

This resulted in maps never being finished because the tickets were used up rapidly and also the experienced players could see that they never had enough tickets left to win a map so they just left that server and joined another one.

spiral adder
final halo
#

Side note, when you make a map you can choose the default tickets for the map too πŸ˜„

spiral adder
dense lotus
spiral adder
dense lotus
#

So Back And Forth Matches Can Go On For Long Time

tall fulcrum
#

@spiral adder @final halo Glad you guys resolved the question πŸ™‚
Generally with the CF mod I'm staying away from messing with the core game logic now
I'm hoping we see the base AAS become solid, for me it boils down to if people are able/willing to place HABs and RPs
If I join a server and I see one team using those there is a good chance for a decent game
There really is no need for squad spawn etc. now if people can be educated to place those down
..
Maybe we dust off Detonation and go back to making some more modes at some point
I want to see a bigger player base before I do that though

spiral adder
tall fulcrum
#

πŸ‘€

past yarrow
#

Nissssssssssse

mild scaffold
#

I see it xqcSearch

#

πŸ”₯ πŸ”₯

past yarrow
#

To bad is not the best moment to restart server

tall fulcrum
#

OMG .. is it happening? The elusive scarlet HAB-pernels!! πŸŽ‰

#

TWO

#

πŸ™€

#

Yes @past yarrow don't kill the server!!!

past yarrow
#

Dont worry, tomorrow is another day

tall fulcrum
#

You wouldn't believe me if I also said there were THREE, yes THREE rally points down as well ...

mellow isle
#

Likely paid actor

tall fulcrum
#

[r44 - 31/04/2025]

  • BUGFIX: Player Tag - Support added for when player in control of vehicle (i.e. drivers seat).
  • BUGFIX: Font extended character support was not active in Sauron.
  • TWEAK: Player Tag - Class icon hidden once distance from camera >25m.
  • TWEAK: Player Tag - DistanceTo read-out now only shown once distance from camera >25m.
  • FEATURE: Add vehicle seat UI for vehicle driver.
past yarrow
#

πŸ”₯ πŸ”₯ πŸ”₯

gaunt oak
#

There needs to be some sort of indicator that you are getting shot at or that you are hit. It’s really hard to tell if you’re taking damage or getting shot at

mellow isle
#

yo night carentan with nightvision is diabolical lmao

mild scaffold
#

Fr? How so

vivid seal
#

There needs to be some sort of indicator that you are getting shot at or that you are hit. It’s really hard to tell if you’re taking damage or getting shot at
yeah, plz add pain, devs. i want to punch a man thrlugh the itnernet

#

plz buy all of us free customers a chair adapter

#

so i can prsuh bustton ant make a man get kiicked in ass when die

#

plz devs plz

#

aslo i wnat a pony

past yarrow
tall fulcrum
#

@gaunt oak Yeah something changed in the base, fixed now
[r45 - 02/04/2025]

  • BUGFIX: Player Tag - Development mode left in sometimes causing "own-tag" issue (e.g. whilst prone).
  • BUGFIX: Fixed missing sound/visual 1P effect when hit (caused by change in SDK base code).
  • BUGFIX: Free-look logic was causing weapon mounting to exit on weapon fire.
  • BUGFIX: Free-look mode can no longer be entered if the player is in active weapon mounting.
  • BUGFIX: Free-look mode can no longer not be entered if the player is in a vehicle.
  • BUGFIX: Fix 1P camera look yaw rotation by -90Β° bug when in vehicle passenger seat.
mellow isle
bleak helm
tall fulcrum
# bleak helm

Thanks @bleak helm for the forward, glad to see your mod back in action too πŸ‘

#

The case for vehicle recycling .. πŸ˜‚

tall fulcrum
#

[r47 - 06/04/2025]

  • FEATURE: Hack applied to increase the yaw/pitch sensitivity for the vehicle driver's 1P camera.
  • BUGFIX: Delete vehicle leech actor if vehicle is destroyed externally (e.g. rocket).
  • BUGFIX: Vehicle leech to set wreck life-span also if vehicle is destroyed externally (e.g. rocket).
  • BUGFIX: Player Tag - Fix other player tags being hidden when in vehicle.
  • BUGFIX: Fix lagging camera when in vehicle [as passenger] (disable camera smoothing).
  • BUGFIX: Ensure player is removed from any vehicle before death.
  • BUGFIX: Allow mod damage model to process health mutation before revive component.
  • BUGFIX: Fix issue with player death camera not being applied sometimes due to logic race-condition.
  • BUGFIX: Fix HUD health bar being incorrectly reset to 100% on exit from vehicle (or move from driver to passenger).
  • BUGFIX: Fix issue with death screen fade starting from 0 on downed death (now starts from 0.9).
mild scaffold
#

You're doing incredible work Kenny, well done catsmile

tall fulcrum
# mild scaffold You're doing incredible work Kenny, well done <:catsmile:846223331656859669>

Thanks Edd πŸ™‚ I don't think OHD has enough of a mod player base to justify continuing the work on the mod from now however.
Not really worth it for 0 players right now! πŸ˜‚
I guess Delta Farce and the incoming Battlefield will give to anyone who wanted that kind of experience in the coming months.
They already have home(s).
..
I think the best is to eventually pull anything worthy into the main game (like free-look, UI improvements etc.) leave the casual stuff to die
Because it seems clear we don't have that community
Certainly not until all vehicles can run against it
And even then, Yoshi's mod is pretty good on the player tags front, UI improvements etc. anyway
Also we've tried to run smaller maps for a more CQB experience
Again, no one is really interested in that tbh
I don't think there is any point flogging that dead horse either
The servers OHD does seem to fill are the large scale maps with 64 players, all vehicles and modern factions, modern maps
So what time I do have is probably best spent working on UI and admin tools

rapid totem
#

Merging just the UI stuff with Yoshi Overhaul would have been beautiful, as optional toggles

#

UI and camera improve experience significantly, while battlefield gameplay speed is something subjective

gaunt oak
spiral adder
tall fulcrum
tall fulcrum
tall fulcrum
spiral adder
tall fulcrum
# spiral adder No problem, Kenny, you and the other modders know what's best for the game going...

I wouldn't go as far as we know "what's best" yet, it seems to ebb and flow. I think the vehicle mod is very popular, which makes sense and is really positive it seems to be consistently popular right now, but I still had some great games today when we managed to seed up server #3 for a bit of Casual fun (you only need about 12-16 per side to make it viable).

I saw we hit a peak of about 228 concurrent players across all servers again today.

#

Also, there are definitely people who like the whole building thing and definitely people who don't.

#

This map, looks really nice now. I particularly was impressed by the details in the buildings at one point. The wall textures etc. work well with the lighting.

#

Only at one point did the FPS drop for about 5-10 seconds, not sure what exactly happened - maybe physics load happened in a part of the map I could not see.

#

Or maybe the bob the building boys started to freek the engine out lol

#

We did get back-capped badly at one point, and I'm not sure people know why that happens or what to do in the circumstances. We had a lot of assets high up the map, and it started to fall apart quite quickly.

spiral adder
tall fulcrum
#

So they pushed on up when that is pointless

#

It didn't kill the game in this instance, in fact as you can see from the time codes, it lasted a while

mellow isle
harsh onyx
#

Hell Let Loose has a system where back-capping cant happen. for every sector of the map that you control, you can make a FOB, but when the enemy capture your point, it is gone.

#

but honestly I like the fact that FOB's can be placed anywhere, it makes the games more interesting

rigid bloom
#

HLL is pretty decent with it (though I find other things a bit weird/much in the game) but in regards of spawns only that garrys cost resource

#

theres already a build limit and since many dont understand the logistic system (cant fault them totally tho) its not everytime your team has garrys

#

I mean hell they already made OPs free to spawn and some newbies still go SL and dont know how to

spiral adder
tall fulcrum
#

Thanks to the crazy individuals who must have seeded Loyal #3 yesterday πŸ‘ The server had been dead for a week, so I was amazed to see people on it, and that allowed me to get an hour in the game last night to see how it still plays. Here's my thoughts, trying to be objective and most of it is applicable to Vanilla as well.

The Good:

  • No noticeable networking issues with the vehicles or the player movement (server is set to max 56 players these days tho)
  • No experience of client CPU overload ("drag") that seem to happen on high player count servers (you can tell when this happens because the 1st person animations appear to run slow)
  • Vehicle recycling plus the odd HAB/RP seems to be enough to keep the game flowing on medium size maps
  • The weapon sounds feel punchy enough and distinct enough
  • The vehicles drive OK and the mod hack to fix the 1st person mouse view sensitivity for the driver makes it easier

The Not So Good:

  • Squad information appears missing and/or maybe people half the team are not in a Squad (?)
  • Weapon sounds are non-positioned in 3D space up to about 20m
  • Weapon sounds are too loud at proximity, leading to audio overload if several players within ~20-30m (also compounded by the lack of 3D spacialisation)
  • Still issues with being unable to vault over some smaller geometry (e.g. fences or breaks in walls)
  • People seems unaware of how to build HABs, or the requirements they need
  • SLs occasionally build RPs, but not frequently enough considering the low requirements

Going to be honest, I had a fun time so ..
If people are actually still playing the mod, then I have a few nice things for newer players that I will deploy in a release (when the server dies again).

gentle goblet
#

I've noticed a weird issue with the mod forcing the graphics quality to clients to some preset when enabled on the server.
This only seems to happen when gamemode is set to Casualfield. This in turn results horrible perfomance for players on low-end PCs, hence I had to disable it

past yarrow
gentle goblet
#

This should be an optional setting

past yarrow
#

We tested a lot what settings should be forced without a big impact on the performance of 10yo old GPU

past yarrow
#

I bet that can be an easy fix if you want, but we never gonna disabled that on loyal servers when we use to have many custom woodlands maps.

gentle goblet
#

I'm not talking about Loyal games

past yarrow
#

I know

gentle goblet
#

I'm just saying this should be an optional setting and server operator should be deciding whether to set that or not

past yarrow
gentle goblet
#

I guess this was initally introduced for playing on Loyal, right?

past yarrow
#

Yes, and many people ejoy that, it was imossible to play with low riders.

#

the LOD settings are like half cheating on most of the maps

tall fulcrum
#

Hey @gentle goblet thanks for your input, yeah like @past yarrow said we didn't put that in to be spiteful to people with lower + >10 year old hardware. What we found was that on any maps that had considerable/significant foliage, people were [intentionally] turning their settings to the lowest so that some areas of cover were completely removed on their client. We could see people proneing in what they thought was cover, but on a system set to "low" everything.. they would have absolutely no cover at all.

We observed this from both points of view though admin tools before coming to the conclusion that we had to do something. Although, people are always moaning about how "bad" OHD looks in Steam reviews .. why its it not in UE5 .. you can't win.

I can add a server var in for the next release to disable the enforcement? Should not be a big deal.

gentle goblet
past yarrow
#

I even had cases where people were banned because we suspected them of cheating, they sent us clips, and almost every of them had very good equipment and the graphics settings were set to minimum.

#

In our opinion, Vanillla should not even allow such situations to happen.

#

You should not play games based on UE4 if your hardware does not meet the minimum requirements for this engine

gentle goblet
#

Yes, this seems like a rendering architecture issue, rather than mod's

#

The ability to set the settings which allow seeing through the textures shouldn't be in the base game in the first place

past yarrow
#

I am convinced that you will appreciate this option yourself when you add the woodlands map to the server, what difference does it make in gameplay

#

We drew these conclusions after spending many hours observing players, it was not days/weeks those were months.

tall fulcrum
#

@gentle goblet I've added a server var next release. You can turn off graphic level limit on client. As we've described here though, it can unbalance play if people choose to set GFX to "Low" on certain maps.

#

The default for the mod will still be to enforce a sensible minimum standard.

gentle goblet
#

Thank you

tall fulcrum
#

np. I'll tag you here when I do the next release if you want.

spiral adder
# gentle goblet Great, thanks for your efforts

If you enable the low foilage option on your server I'll never play there again. I'm just letting you know this in advance, many others will do the same. It's one of the biggest cheats in the game and has NOTHING to do with using older computers with older hardware.

gentle goblet
past yarrow
#

LOL, this is the way, more toggles so people can play what they want

#

I have always been and still am a supporter of toggles, something is not working - disable

#

I dont want to play with half cheating GFX options - force a people to play with higher options.

#

Other guys have own clan with some guys owns bad PC they can disable and have fun

#

It should be like this all the time on free open project.

past yarrow
#

Correct, I need to reflect, freedom is not always good, I am happy that the ground test kit has stopped being used on large servers and I will be happy if it never comes back πŸ˜‰

dense lotus
past yarrow
dense lotus
tall fulcrum
#

Just a little OHD-based tribute to American actor Val Kilmer who we sadly lost this year. πŸ˜”
"I feel the need, the need for speed!"

tall fulcrum
#

@past yarrow @dense lotus @gentle goblet
FYI workshop updated.
[r48 - 22/04/2025]

  • FEATURE: Added "Help/Wiki" button to deploy menu to launch client browser.
  • FEATURE: Added "Casualfield on OHD Discord" button to mod information dialog (deploy menu) to launch client browser.
  • FEATURE: Added interaction prompts for vehicles (based on core OHD useable interface).
  • FEATURE: Added interaction prompts for dropped kits (based on core OHD useable interface).
  • TWEAK: Changed client-leech new actor detection logic (disabled map collision overlaps, replaced with periodic list scanning).
  • TWEAK: Re-arranged the UI for the server information in the deploy screen.
  • FEATURE: Allow client graphical enforcement to be disabled at the server level (see bDisableClientEnforcement - Default False).
  • FEATURE: Prevent malicious construction/destruction using shovel (see bAllowConstructionFriendlyFire - Default False).
  • BUGFIX: Correct z-order issue with minimap background (set Z-order to -2).
  • BUGFIX: Correct z-order issue with capture area POI (set Z-order to -1).
dense lotus
tall fulcrum
vivid seal
#

bugs in vanilla dragging the numbers down

#

"one hotfix wasn't enough"

harsh onyx
#

which bug in vanilla are yall talking about?

vivid seal
#

"there's so many I can't pick one"

gaunt oak
bleak helm
#

you know?

tall fulcrum
#

Of all these, the missing Squad info is the most destructive from a game POV

#

"Now that's what I call a HAB" πŸ’Ώ 🎢

mild scaffold
#

Endost with the casual pregnant reaction

wicked wolf
#

real asf

tall fulcrum
#

[r49 - 26/04/2025]

  • HACKFIX: Potential hack-around fix for the missing squads bug.
tall fulcrum
#

[r50 - 03/05/2025]

  • BUGFIX: Fix empty squad list symbol when player is driving vehicle.
  • FEATURE: Added variable to control player spawn protection (default 10 - see 'SpawnProtectionTime' server variable)
  • TWEAK: Replace mod "star" SL icon with official OHD SL icon (Squad Deploy UI, Squad HUD UI, Player Tag).
  • TWEAK: Replace mod class icons with official OHD kit icons (Squad HUD UI, Player Tag).
  • TWEAK: When squad auto join not enabled show squad class UI as default view.
  • FEATURE: Remember squad container scroll position.
  • FEATURE: Replace Vanilla squad class UI with derived CQB UI.
    • Larger player name text with better character set support for non-ASCII.
    • Player name hightlight for self.
    • Squad leader indicator icon (squad leader star).
    • Make squad UI container longer (extend down).
    • "Unassigned" count on squad UI (Unassigned Count/Team Count).
tall fulcrum
#

[r51 - 05/05/2025]

  • FEATURE: Added warning icon in Squad UI against an SL not using an SL kit.
  • FEATURE: Added warning icon in Class UI if you are SL and kit is not SL kit.
  • REFACTOR: Move game overview & capture overview widgets to common HUD layer.
  • TWEAK: Reduce blueprint execution for squad member UI widgets.
  • BUGFIX: Re-apply any health warning visual effects when getting out of vehicle.
spiral adder
#

FEATURE: Added warning icon in Squad UI against an SL not using an SL kit.
FEATURE: Added warning icon in Class UI if you are SL and kit is not SL kit. πŸ‘Œ

mild scaffold
#

Seriously cool as hell. Can't wait to hop in and play

tall fulcrum
gaunt oak
#

The only benefit to having a SL kit in squad is to get the extra cool weapon and take the shovel away from them. Since the SL already has a shovel in OHD, might be redundant to have a seperate kit.

lone cloud
#

grafk no gooood

past yarrow
#

Life is brutal

tall fulcrum
#

[r52 - 20/05/2025]

  • BUGFIX: Fix issue with game HUD not being completely hidden when in Sauron.
  • BUGFIX: Ensure game mode text on end-of-level scoreboard does not overflow.
  • BUGFIX: Fix strange glitching with mouse hit on "Switch View" button (Sauron Scoreboard).
  • BUGFIX: Periodically correct the player minimap POIs to account if they need to change visual state.
  • BUGFIX: Squad UI, member entry element does not now update in-game.
  • BUGFIX: Squad UI, member entry element kit icon based on 'current' not 'spawned' value.
  • BUGFIX: Fix some minor issues with the death screen.
  • TWEAK: Revive UI fades in rather than appears instantly.
  • FEATURE: Added UI engine START/STOP prompt for vehicles.
gentle goblet
#

@tall fulcrum could you kindly elaborate whether the client settings can be forced by a server?

#

E.g, I'd like to enforce some of the settings:

[/casualcqb/root/core/clientsettings.clientsettings_c]
bEnableMinimap=True
bEnableMinimapRotation=True
bHideSmallMinimap=False
bRememberFireMode=True
bEnableKillFeed=True
bEnablePlayerTags=True
bEnableFriendlyHighlight=True
bEnableEquipmentLogic=True
bEnableCameraSmoothing=True
bEnableEnhancedUI=True
bEnableSquadList=True
bEnableWeaponPostProcessing=True
bDisableHitSFX=True
bDisableHitMarkers=True
tall fulcrum
#

Hi @gentle goblet, I'm afraid there is no blanket way to force client settings to TRUE/FALSE. There are however several server settings that force client changes.

These are ..
Β· Server configuration "Enable Enemy Tags" Β· on/off [Default ON]
Β· Server configuration "Enable Death Camera" Β· on/off [Default ON]
Β· Server configuration "Enable Red-Dot" Β· on/off [Default ON]
Β· Server configuration "Allow Minimap" Β· on/off [Default ON]
Β· Server configuration "Enable Suppression Effect" Β· on/off [Default OFF]
Β· Server configuration "Enable Suppression Movement" Β· on/off [Default OFF]
Β· Server configuration "Allow Kill Feed" Β· on/off [Default ON]
Β· Server configuration "Allow Player Tags" Β· on/off [Default ON]
Β· Server configuration "Enable Death Information" Β· on/off [Default ON]
Β· Server configuration "Disable End Of Level Chat" Β· on/off [Default OFF]
Β· Server configuration "Disable Client Enforcement" Β· on/off [Default OFF]

Re:
https://steamcommunity.com/workshop/filedetails/discussion/3140994891/4354492211816773186/

spiral adder
tall fulcrum
spiral adder
vocal walrus
#

Thank you for putting your time and efforts into making this mod; it has been a favorite in my friend group. I have a question with the bAllowConstructionFriendlyFire variable. It seems to be ignoring when I set it to True in the Game.ini file for multiplayer servers, but it does seem to work when set locally and loading into a single player game. Is there something specific I need to check/set in addition for it to be set to true in multiplayer?

Here's a quick reference of a game.ini that I've tried for multiplayer (the same text works fine in single player) :

[/casualcqb/root/core/bp_hdgamestate_cqb.bp_hdgamestate_cqb_c]
bAllowConstructionFriendlyFire=True

past yarrow
#

people start griefing own habs

#

if you set "False" players are not going be able to

vocal walrus
#

That makes sense. I want to set it to "True" for our server so that we can deconstruct buildables. For example, if we place a few ladders, we can then remove them, or we can remove and reconfigure sandbags, etc.

It doesn't seem that it's enabling deconstruction when set to true for multiplayer.

past yarrow
#

Friendly deconstruct is not a problem if you play in a gentlemen's club πŸ˜‰

vocal walrus
#

Indeed. I just tested this in a Linux dedicated server and I'm not able to destroy buildables when I set the variable to "True" so it might be a bug since it doesn't work on Linux or Windows? 😦

past yarrow
#

Like it is happen in many configs commands strings

vocal walrus
#

No change :/ It's weird cause I can enable it for singleplayer as "True", just not for multiplayer πŸ€·β€β™‚οΈ

tall fulcrum
# vocal walrus Thank you for putting your time and efforts into making this mod; it has been a ...

Howdy...

"bAllowConstructionFriendlyFire" set to True makes the game run as Vanilla (i.e. it allows friendly fire/destruction via the construction system)
"bAllowConstructionFriendlyFire" set to False prevents players from destruction of ALL friendly assets

This was put in mainly to stop idiots from destroying their own team's HABS .. It does have a couple of issues though (as does every choice)

  • Idiots can "seal off" a HAB to stop friendly players getting out once spawned
  • You can't deconstruct non-HAB related items

On a server without idiots you should be good with bAllowConstructionFriendlyFire = True

tall fulcrum
tall fulcrum
#

e.g.
change something obvious and see if that is taking effect ..
bEnableEnemyTags
or
bAllowMinimap

vocal walrus
#

Thanks. I've tried it both ways: setting only bAllowConstructionFriendlyFire, and with the full config. When I do the full config, other Casualfield (and base game) settings are being applied.

tall fulcrum
vocal walrus
#

Awesome, thanks!

tall fulcrum
#

New version, fixing a couple of issues.

#

[r53 - 20/06/2025]

  • BUGFIX: Missing replication for bAllowConstructionFriendlyFire.
  • TWEAK: Only run server enforcement code when on a dedicated server (i.e. not in Single Player).
past yarrow
#

Kenny is moding again, niceee

#

wrong meme, this one is better

vocal walrus
#

Confirmed working on my end. Thanks for the quick fix!!

tall fulcrum
#

FYI to server admins, due to the following main game patch, I would think it's probably best to turn off the MODs the vehicle recycling logic..
#πŸ””announcements message

e.g.
game.ini
[/casualcqb/root/core/bp_hdgamestate_cqb.bp_hdgamestate_cqb_c]
..
bAllowVehicleRecycle=False
..

In the next update I will probably remove the vehicle recycling logic from the MOD completely.

gentle goblet
#

When entering a contested objective the area fails to be captured and there's no capturing indicator
This can be checked in singleplayer as well

#

This seems to be happening only when setting Casualfield as a gamemode

tall fulcrum
gentle goblet
tall fulcrum
#

Thanks for your suggestion.

tall fulcrum
#

ADMINS
There has been a packaging update on Steam Workshop, please update the mod.

tall fulcrum
#

ADMINS
There has been another packaging update to Steam Workshop, please update.

spiral adder
#

Thanks for your hard work, Kenny πŸ‘ .

tall fulcrum
tall fulcrum
#

FYI Server Owners .. if you want to try out the new Retro AAS game mode then it is this you need:

game=/CasualCQB/Root/Core/_Experimental_/BP_HDGame_AdvanceAndSecure_Retro.BP_HDGame_AdvanceAndSecure_Retro_C

tall fulcrum
#

And the server just won't empty ...
Going to have to kick people off at some point lol πŸ˜‚

vivid seal
#

just get a hold of sly; as long as he restarts the server quickly after the release, the clients will quickly come back.

#

if anyone shows up complaining about server version mismatch, i'll tell 'em to quit and reload the game

#

the annoying error is "your version is newer than server's", which is the easiest to avoid when there's only one popular server

#

the other way around ends up with a progress bar more often than an error

tall fulcrum
# vivid seal just get a hold of sly; as long as he restarts the server quickly after the rele...

Hi yeah .. although you would not believe how many people don't re-join, even if we keep the window to 5 minutes from workshop-update then restart
Even-even with the admin announce what we gonna do on Casualfield people seemed unable to grasp the server would be back virtually instantly πŸ˜†
To be fair .. maybe English isn't their main language
Ideally workshop would at least be able to hold the last version and one current so server admins could update at their leisure ..
But that's not a thing 😦

#

Ah well, it's no big deal .. we going to have to boot em off at some point

tall fulcrum
vivid seal
#

best you can do is just minimize the downtime via coordination

tall fulcrum
#

yeah that's what we try

spark wigeon
#

I'm curious how you managed to edit loadouts to remove shovels at runtime instead of creating new factions. I've been under the impression for a long time that wasn't possible. Could you use the same method to allow a player to build a kit midgame? Choose new primary, sidearm, etc.?

tall fulcrum
spark wigeon
#

Gotcha. I'm assuming it's something in this neighborhood. But it might be possible, looking at this.

tall fulcrum
# spark wigeon

You can probably take that as the starting point and then dynamically alter the team state on the server/clients. I'll DM you πŸ™‚