KrisRedbeard Posted March 16, 2014 Share Posted March 16, 2014 New post and just to be different, a couple of in-game videos: Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted May 2, 2014 Share Posted May 2, 2014 (edited) personally, hopefully its toggle/customize-able between fun (big ball of fire), medium (smaller ball of fire), harder/ custom use of flash-hiders (sparks only) and tactical/ suppressed (no visible spark) Edited May 2, 2014 by Cpl Ledanek Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted May 27, 2014 Share Posted May 27, 2014 just passing this along We have a new wallpaper available courtesy of DetCord, a friend of BFS. Feel free to download, use, pass around or whatever you feel like. Enjoy! http://www.groundbranch.com/wp-content/uploads/2014/05/1920x1200.png'> 1920x1200 http://www.groundbranch.com/wp-content/uploads/2014/05/1920x1080.png'> 1920x1080 http://www.groundbranch.com/wp-content/uploads/2014/05/1680x1050.png'> 1680x1050 http://www.groundbranch.com/2014/05/new-wallpaper/'>Read this story on GroundBranch.com Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted June 28, 2014 Share Posted June 28, 2014 a little update http://youtu.be/G4CgkSAGXAA Rain down on me Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted July 4, 2014 Share Posted July 4, 2014 lower your volume when the flash bang gets tossed http://youtu.be/t4a6Ede2H8w Quote Link to comment Share on other sites More sharing options...
Zeealex Posted July 4, 2014 Share Posted July 4, 2014 really liking how the magnification is handled in this game, its not every day i say this, but it's better than Arma's Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted July 6, 2014 Share Posted July 6, 2014 I'm sure JohnS and KrisRedbeard would appreciate that that. Quote Link to comment Share on other sites More sharing options...
CJo1964 Posted July 15, 2014 Author Share Posted July 15, 2014 That weather system is awesome.....well done guys. Just curious, but the maps in this game....are they going to be small or large maps as generated in real time, as with ARMA 3 ? Any map too small tends to get boring and "known"...i.e. semi memorised after a while and this is really a minus in any game. Either way, its worth the wait. Quote Link to comment Share on other sites More sharing options...
Zeealex Posted July 15, 2014 Share Posted July 15, 2014 Conversely any large map is hard to do anything with or fully familiarize yourself with, mind you I suppose Afghanistan isnt exactly north Wales is it? Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted July 17, 2014 Share Posted July 17, 2014 I'm still digging the map size discussion in the meantime, here are some Work In Progress/WIP Greek Map by BTH.....discussions and screenshots in here http://youtu.be/IK_s_Dy7CNI high def and commentary http://youtu.be/n4GxK8SyChM Afghanistan by DetCord Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted August 15, 2014 Share Posted August 15, 2014 Latest update I know we seem to be going slow (We are ), but I thought I'd show something I've been working on lately..... Ground Branch will use the concept of a 'Team Room' as a place to start the game from. It is here where you will customize your gear, set up missions, receive and go over intel as well as hang out with teammates before, during and after MP and co-op missions. There will also be oppurtunities to customize your Team Room as well. One part of your Team Room is the Operations Room that is shown here. This is where the Intel/Mission magic happens and every one of these monitors/screens will be interactive for various purposes. This is a clean unaltered screen grab from the editor and I'm sure you can get an idea of what some things do just by looking around. We are using an HTML/Javascript based UI system for the interactive screens so there are some really unique possibilities we are exploring. We know the pace is slow... much slower than we would like, but we are still here and still committed to Ground Branch! -JohnRead this story on GroundBranch.com 1 Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted November 27, 2014 Share Posted November 27, 2014 (edited) Yes. http://youtu.be/BDzpzCKHCU0 WARNING: Contains ~11 minutes of two idiots running around and carrying on, shooting at each other and missing a lot. The audio is poor and some chest bumping occurs. Its a over a year since we were online with the UE3 version, so it felt great to finally be online (and stable) with the UE4 verison. The problem with bullets. Impact FX and decals are created as the bullet is simulated client side. By the time the client receives the initial location and velocity of a bullet it has already travelled some distance. This results in the missing impacts FX and decals seen in the video above. Forcing the bullet to replicate immediately improves things, but not enough. One solution is to create a client side version of a bullet if initial shot is received by the client. Once the proper server version of the bullet is received, the two could be synchronised and allowed to go on their merry way. Several games have done this in the past and the latest incarnation of Unreal Tournament is using a similar system for all its projectiles. Another solution is to fall back to how we were handling it in UE3 and replicate the impacts instead of the bullet. This does create more things to send across the network, but each one has so little to send and exists for such a short time, its still a viable solution. The are pros and cons to both methods, but we're sure to come up with one we like soon enough. Weapon collision. This is the kind of lean we're want you to be able to do (and quickly): Credits to Psychomorph for this image.[/caption] Unfortunately the weapon collision needs more work. It is currently accurate when your weapon is on target, but uses a less accurate swept trace when off target. This results in being unable to bring your weapon on target when next to obstacles until you first turn away from the obstacle so that it is 'clear'. Annoying and will be fixed. Favourite response to Psychomorph's image.[/caption] Dude, where's my VR support? Its getting there. Wasn't too high on the list of priorities of late, but a post from the Rift developer forums last weekend ###### me off annoyed me enough to get in there and attack it again. This led to fixing the basics and cotinued on to hooking up lean. A strange feeling when leaning actually shifts your view and you can see around the object, instead of just looking like this:http://youtu.be/-hdIwGcOL9o Feels good man. Really looking forward to seeing people online... then, you know... shooting at them. Kris Read this story on GroundBranch.com Edited November 27, 2014 by Cpl Ledanek 1 Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted December 15, 2014 Share Posted December 15, 2014 (edited) WIP screenshot thread opened read more here that lean-peek doe that swaying target doe Edited December 15, 2014 by Cpl Ledanek 1 Quote Link to comment Share on other sites More sharing options...
MrMoon Posted December 15, 2014 Share Posted December 15, 2014 Looking good. Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted December 16, 2014 Share Posted December 16, 2014 Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted December 18, 2014 Share Posted December 18, 2014 DISCLAIMER: PRE-ALPHA and Work in Progress...as always: I'm NOT the DeveloperPlease adjust the brightness of your monitor now go visit GroundBranch.com 1 Quote Link to comment Share on other sites More sharing options...
MrMoon Posted December 19, 2014 Share Posted December 19, 2014 Looks gorgeous Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted December 20, 2014 Share Posted December 20, 2014 1 Quote Link to comment Share on other sites More sharing options...
pagey Posted December 21, 2014 Share Posted December 21, 2014 (edited) Nice vid. EDIT: nevermind I found the info.. Edited December 22, 2014 by pagey Quote Link to comment Share on other sites More sharing options...
twcrash Posted December 22, 2014 Share Posted December 22, 2014 I don't know, i am not getting it but for the donators i'm glad to see some kind of progress. I would like to see something that sets this title apart while maybe taking what other sims did right and incorporate those features. Like RVS doors and peek system, Swat 4's lock picking and camera and non lethal weapons and so on.Also run 1000x better than ArmA series. I think if GB did all those right you would have a sim that was the best of all worlds and making it unique in its own right. Quote Link to comment Share on other sites More sharing options...
Cpl Ledanek Posted April 10, 2015 Share Posted April 10, 2015 2 Quote Link to comment Share on other sites More sharing options...
Jeza Posted April 11, 2015 Share Posted April 11, 2015 1 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted April 11, 2015 Share Posted April 11, 2015 Quote Link to comment Share on other sites More sharing options...
Jeza Posted November 24, 2015 Share Posted November 24, 2015 Took some footage of latest testing build: 1 Quote Link to comment Share on other sites More sharing options...
Jeza Posted August 12, 2016 Share Posted August 12, 2016 So finally got a testing build of coop going, recorded a bit below: Quote Link to comment Share on other sites More sharing options...
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