Update #3 – SVD Dragunov, auto grip/ungrip & more!

In this update you’ll find a new sniper rifle: the SVD Dragunov with the PSO scope. Auto grip/ungrip got implemented, the previously implemented snap/smooth turn can now be disabled in the control settings and FPS drops while using scope is gone. Check the detailed patchnotes below for the gameplay, multiplayer improvements and graphical fixes!

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New weapon and attachments:

  • SVD Dragunov Sniper Rifle – with the PSO Scope!
  • RIS Adapter / PSO scope for AK47, AKM, AS Val
Player/Controls improvements:
  • Auto grip, auto ungrip by proximity is now available both on Oculus Rift and HTC Vive! Can be turned on/off in the settings menu.
  • Option to turn off snap/smooth turn is now available in the settings menu!
    How to snap/smooth turn?
    Oculus: On dominant hand (right by default) move joystick left/right
    and release
    Vive: On dominant hand (right by default) PRESS left or right quarter of the touchpad
    Attention! Input controls changed for HTC Vive and Windows Mixed Reality headsets in the last update:
    – Fire mode change (auto, semi, safety): primary hand controller menu button short press
    – Attachment release: primary hand controller menu button press-and-hold
Gameplay improvements/changes/fixes:
  • Improved gun recoil on every gun (very rarely flies out of your hand, but if you wield an assault rifle one handed, it will be extremely inaccurate)
  • Improved gun handling, controller positions
  • Increased player health on higher difficulties, changed regeneration pattern
  • Enemy aim adjustments
  • New armory layout
  • Changed default weapon unlocks
  • ‘Forest’ map repeatable helicopter sequence bug fixed
  • Countless gameplay fixes throughout all levels
Multiplayer improvements and fixes:
  • Fixed crash at Hail level completion
  • Player weapon slot is now handled on client side
  • Stryker firing synced to client side
  • Wall explosion synced to client side
Graphical optimization and fixes:
  • Scope optimization: default scope has better performance, also you can set lower resolution, or lower quality scopes too in the Quality Settings – no more fps drops when using scopes!
  • Player hit effect optimized (previously it caused huge performance drops on weaker PCs)
  • Suburbs’ map significant performance and lighting improvements
  • Minor weapon effect visual improvements
  • More visible projectiles: enemies are shooting slightly more visible projectiles for more readable combat
  • Fixed player’s right wrist’s delayed motion to the controller’s real location
WiP
  • Multiplayer server list: people from different regions might not find each other’s servers
  • Occasionally there is no sound on Oculus
  • AI is constantly being improved
  • Graphics optimization
  • Crash on startup with Unreal Engine error: this might be caused by software conflict.
    If you have ASUS sound driver installed: exit from the asus sound driver or end the process with SS2UILauncher.exe. Try to disable the asus sonic sound at startup.
    Nahimic, MSI sound or similar audio apps might also cause a crash.

Update #2 – Vive/WMR Snap&Smooth Turn!

Another day, another update! Snap- and smooth turn for HTC Vive and WMR is here! See detailed patchnotes below.
As always, thank you all for the continuous support!

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Player/Controls improvement

  • Snap turning and smooth turning is now available on HTC Vive and WMR headsets. Input controls changed for the HTC Vive and Windows Mixed Reality headsets:
    – Fire mode change (auto, semi, safety): primary hand controller menu button short press
    – Attachment release: primary hand controller menu button press-and-hold
    – Turning: primary hand touchpad left and right
  • Controller haptics improved (based on distance and type)
  • Gun alignments fixed
Gameplay fixes
  • Sacr weapon unlock fix on the Comfort map
  • Stuck friendly AI fix on the Comfort map
  • Definitely no more killzones on the Comfort map in coop
  • Vive weapon grab improvement
  • AI movement improvements
  • Fixed some objectives and playzones on the Hail map
Graphical Fixes
  • Timber map has an improved lighting with more readable environment and gameplay relevant assets
  • Comfort map got a visually more appealing lighting scenario, similar to the one on the Menu Preview image
  • Hail map Improved Lighting, to make it more “war-like”
  • Lots of black splotch render fixes
WiP
  • Multiplayer server list: people from different regions might not find each other’s servers
  • Occasionally there is no sound on Oculus
  • AI is constantly being improved
  • Graphics optimization
  • Crash on startup with Unreal Engine error: this might be caused by software conflict.
    If you have ASUS sound driver installed: exit from the asus sound driver or end the process with SS2UILauncher.exe. Try to disable the asus sonic sound at startup.
    Nahimic, MSI sound or similar audio apps might also cause a crash.

Update #1 – Hand position and gameplay fixes

Hey guys! In the past few days we’ve been working hard on fixing issues that initially came up since the release. See detailed patchnotes below.
Known issues we’re working on are at the bottom.

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Gameplay fixes:

  • Misaligned hand position compared to real life controller position fixed for certain guns [WiP] – easier to use gunstocks
  • Less instant death on coop missions, improved player kill zones
  • Weapon unlock fixes on the maps (e.g. Python)
  • Hail mission computer download objective fixed
  • Improved AI – baddies are much tougher now
  • ‘Hail’ mission with better combat areas
  • Fixed the bugged walls in the lobby, you can’t walk through them anymore
  • In Co-op, players falling behind will get teleported to the actual checkpoint instead of dying
  • Minor dialogue adjustments
Multiplayer level selector fixes:
  • Previous/next arrows fixed
  • Locked pictures for the host fixed
  • Level type filter improved
  • Server list listing dummy servers when switching pages fixed
Sound fixes:
  • Last shot sound effect for the revolver/shotguns fixed
  • Improved explosion sounds
Graphical improvements:
  • Improved lighting, no darkness inside houses and warehouses
  • Outside lighting fine-tuned
  • Improved optimization for certain hardware configurations
KNOWN ISSUES
The following issues are known and are currently being worked on:
  • Misaligned hand position compared to real life controller position
  • Multiplayer server list: people from different regions might not find each other’s servers
  • Snap turning for Vive controllers
  • Occasionally there is no sound on Oculus
  • AI is constantly being improved
  • Graphics optimization

The future of Zero Caliber VR

Now that Zero Caliber’s Early Access has started, you might be wondering… What’s next? First we issue fixes for the current maps; you might have noticed some graphical issues, random bugs.

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BUGFIXES, IMPROVEMENTS:

We have received tons of feedback from you. We want to make the game as good as it can be, so we’ll spend the next month mostly on these. We also have a lot of improvements in mind for current maps, check the patchnotes and play them if they get an update. In the meantime, level designers can work on…

SMALLER MISSIONS:

10-20 minutes fights, compact area, best suited for Co-op and PVP. We want to have at least 6-8 of these by the time of full launch. When at least 3 of those are in the game…

CAMPAIGN CONCLUSION:

the planned length of the campaign is 6 missions (as long as the current ones). One of these takes about 1-1.5 months to make so it will always be presented in a major patch. While the designers are busy with these, the coders can work on…

PVP:

We’ll start testing around the end of Q1 2019. We have big plans, but we have to make playable maps (see above) first, balance the guns and the game itself. Also have to expand the frameworks, currently it’s in a very rudimentary state.

OCULUS STORE RELEASE:

We had to delay it, but we’re working hard to bring Zero Caliber to the Oculus store as soon as possible.

PSVR:

Once our porting team finishes working on A-tech we’ll get to the colossal task of making this game available on PSVR.

Anything else? Yes, a lot! We’ve almost finished mountable turrets, heavy machine guns, they’ll be added in a few months, we have at least a dozen guns and attachments waiting to be integrated, shotguns will become pump action, and a lot more! (Night-time missions anyone?)

Zero Caliber VR is available NOW!

Ladies and Gentlemen! We proudly announce that the Zero Caliber VR Early Access is out NOW on Steam! Thanks for the continuous support we got in the last few months, we couldn’t be happier. We hope everyone will enjoy the game and provide lots of feedback to help us make it even better. This is just the very beginning. More missions. More weapons. More features. Tons and tons of bugfixes. Join us on this journey to make the best Military VRFPS available! Hop on our discord and give us tons of feedback!