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Update 120 Experimental 7 is now Live on The Experimental Branch!

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Howdy Folks!

The march towards 1.0 continues with this latest Experimental build, focused on our Sosig Studio tools, Spectator Camera tools, and the underlying Vault File system infrastructure. Check out the latest devlog for all the details!

In addition to all that, we have the return of the MEATMAS HOLIDAY CONTEST this year! Swing by the H3VR Discord for more info :-)

Hope y'all have a wonderful weekend!
Peace,
Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental1!


[h2]Full Changelog - Update 120 - Experimental 7[/h2]
[h3]Additions:[/h3]
  • Added New Utility Object: StudioLight (Can be Spot, Linear or Point Light)
  • Added Functionality to Spectator Panel: Studio Light Settings
  • Added New Light Limit Options in Custom Quality Setting (8, 16 lights max). NOTE THIS IS FOR SCREENSHOTS and will not perform well in most cases.
  • Added “Take Screenshot’ button to Spectator Panel. Screenshots are placed in the MyGames/H3VR directory

[h3]Changes:[/h3]
  • USAS-12 Now has AR-15 Carry Handle Sight Compatibility
  • Scene Fight Panel now has Toggle Key Spawn Button
  • Added feedback to the outfit panel when saving an existing outfit
  • Separated the 'save' and 'save as new' buttons on the outfit panel so 'save as new' is also available for existing outfits
  • Meatmas Snowglobe Updated
  • Sosig Player Body Head now draws in ‘Shadows Only’ mode when in Default/HD Spectator mode
  • Moved 'all' filter to end of cycle in vault file list filter button
  • Migrated vault files now additionally include type and scene information in the filename
  • Old vault files placed in the root of the Vault folder are now auto-migrated on launch (as opposed to being ignored)
  • Item Spawner only lists scene configs for the scene you're in
  • While 'all' filter is selected in Item Spawner, vault file names have their type prepended to them

[h3]Fixed:[/h3]
  • Fixed Vault file list was not sorting folders, resulting in non-deterministic ordering.
  • Fixed Migration code was case-sensitive when it shouldn't be, causing some vault files to not get migrated. They will get migrated the next time you run the game
  • Fixed Deleting a vault file doesn't refresh the file list in the vault
  • Fixed Toolbox vault spawning loadouts at world origin
  • Fixed New item spawner vault was not checking for file name conflicts when saving/renaming files
  • Prevent the migration from erroring out if a file is migrated while a file of the same name already exists in the backup folder. This occured when using some mods that would copy a vault file into the folder on game start, if it didn't already exist


[h3]User Content Notes:[/h3]
In the previous experimental build of H3 there were a couple issues with the automatic migration of vault files to the new format:

1. Some code was checking for case sensitive filenames when it shouldn't have been, which resulted in loadouts not being migrated and thus not visible in-game. In this new update that is resolved and loadouts will now be migrated.

2. Prior to Update 120, vault files of each type were stored in seperate folders (Vault/Objects/BareObjects, Vault/Objects/Loadouts, Vault/SceneConfigs) and had filenames that additionally included which type of file they were (_VFO.json, _VFL.json, VFS.json). To support the eventual loading of content from the Steam Workshop the migration code took that information and put it inside the file instead, and then placed those updated files all into the same folder (Vault/VaultFiles) using only the vault file name to differentiate them. This was problematic because prior it was possible to create many vault files with the same name, provided they were of different types (object, loadout, scene) or were scene configs for different scenes. This resulted in only one of such files getting migrated correctly, as the next one was overwriting the previous one. In this new update the migrated file names now additionally include this information which prevents the filename conflicts.

If after running this new update you are still missing vault files, you can find backups of your pre-migrated files in Documents/My Games/H3VR/_VaultBackup. Copying these files into Documents/My Games/H3VR/Vault (sub-folder doesn't matter) will cause them to get migrated again the next time you run the game. Since the migrated file filenames differ with this update compared to the previous one, you may end up with duplicates. We recommend you only copy the files you are missing back into the folder, or if you know you haven't modified any of the files since the previous migration, you can opt to delete the entire Vault/VaultFile folder and let the game migrate them all again.

Update 120 Experimental 6 is now Live on The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy Folks

HAPPY THANKSGIVING to you all. We've got an EXTRA SIZED devlog for you this week, and some preview tools for our User Content System. First up is the new Tool Panel - the Sosig Outfit Tool Panel, which will allow you to design your own Sosig Outfits. This is the 'lowest level' piece of a custom Take & Hold character, and the one part of it that NEEDS to be designed while one is inside H3, so it made the most sense to get into your folk's hands first.

Right now you can't do a ton with the outfits (other than wear them yourself for Spectator Cam recording), so we've also given the Spectator Panel a facelift (more next week on that!).

Check out the latest devlog above if you'd like to know more about it, changes to the Vault, our updated release window for H3 1.0, Meatmas plans, and a whole bunch more nonsense!

Hope you all have yourselves a WONDERFUL weekend. See you soon!
-Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental1!


[h2]Full Changelog - Update 120 - Experimental 6[/h2]
[h3]Additions:[/h3]
  • Added Tool Panel: Sosig Outfit Panel (Used for Designing Sosig Outfits and Configuring Sosigquins)

[h3]Changes:[/h3]
  • Rebuilt Vault Page for Item Spawner to use new save/loading flow, and support multiple locations of vault files.
  • Rebuilt Spectator Panel to rearrange functionality and prepare for future functionality
  • Spectator Panel now uses new internal ‘Sosig Outfit System’
  • Added Metadata to All Sosig Outfit Profiles
  • Clear Sosigs Button on Scenefight panel now all clears all dropped keys on the ground.
  • Rebuilt Camcorder (now called StudioCamera Internally)
  • Studio Cameras can now be Spawnlocked and Duplicated
  • Spectator panel allows you to pick between camera views

[h3]Fixed:[/h3]
  • Fixed broken scope mount point on Sharps 1874 Cartridge Conversion
  • Fixed Spas-12 mode toggle having doubled inputs in Streamlined control mode
  • Fixed Outdoor Fight Panel lock button not toggling correctly
  • M5 Pistol Safety Now functions

[h3]User Content Notes:[/h3]
  • Note this update auto-migrates Vault file locations to a new schema, that uses a different folder structures. Invalid vault files will NOT be migrated

Update 120 Experimental 5 is now Live on The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

It's that same Experimental Build time again! This week we've got a brand new gun (The Martini Henry Khyber Pass Obrez), and a full rework of the falling block rifle code. The og Martini Henry and Sharps Cartridge Conversion have been rebuilt to run on it.

Take & Hold scoring has gotten another pass (though we still have a few bugs in it). The final scoring ranges SHOULD be closer to what they should be now. Let us know what you think!

As always let us know if you run into any bugs!

Peace,
Anton

TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental1!

[h2]Full Changelog - Update 120 - Experimental 5[/h2]
[h3]Additions:[/h3]
  • Added New Weapon: Khyber Pass Martini-Henry
  • Added New WIP Utility Prop: Sosigquin (poseable sosig)

[h3]Changes:[/h3]
  • Take & Hold Scoring Further Adjusted.
  • Rebuilt Falling Block Firearm class to have a more natural interaction schema
  • Rebuilt Martini Henry to use new Falling Block Class
  • Rebuilt Sharps Cartridge Conversion to use new Falling Block Class

[h3]Fixed:[/h3]
  • Fixed Left Handed Quickbelt Orientation FINALLY
  • TNH Ammo Reloader no longer detects flintlock weapons and tries to spawn cartridges for them (they have no cartridges that are compatible with the game’s core cartridge systems)
  • Fixed M76 bolt drop when removing an empty magazine
  • Fixed barrel smoke not following muzzle on Schofield Model 3, Webley Revolver, and MP412REX
  • Fixed incorrect ammo mappings on some sosigguns
  • Ammo Reloading Panel now correctly detected attachable weapons when held
  • Fixed TNH Ammo reloader playing wrong sound when successfully reloading a clip
  • Fixed TNH Object constructors not updating their visual lock state when one constructor unlocks a category
  • Fixed (possibly very long running) bug in how Take&Hold selects a ‘safe’ supply point relative to a hold point. This may have been the cause of having hold phases start and sosigs ina nearby supply point shooting at one immediately, for ages. I don’t know how this didn’t break more things for a long time (maybe it was).
  • Fixed some exotic errors in the Sentry Patrol system used by Northest Dakota (thanks O-Deka_K, i would have never found that)
  • Fixed foresight direction for H416A5
  • Fixed SW500 speedloader using incorrect model and cartridge poses
  • Fixed sosiggun ammo array length that was causing like 6 bugs in seemingly unrelated places
  • Fixed broken metadata on M76
  • Fixed broken rail lengths on H416C
  • Fixed issue where ammo reloader in tnh would sound spam from ammo box
  • Fixed P38 Ejection Direction

[h3]WIP Notes:[/h3]
  • The Toolbox has a non-functional panel atm for setting clothing on the Sosigquin. It will be added in full in the next update.

Update 120 Experimental 4 is now Live on The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy all!

We've got another Experimental build for y'all this week. Continued iteration on the new Take & Hold game modes, scoring, salvaging Sossiguns, and some advancements to the ammo counter attachments (to finish them).

As always let us know if you run into any bugs!

Peace,
Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental1!


[h2]Full Changelog - Update 120 - Experimental 4[/h2]
[h3]Additions:[/h3]
  • Added UI Interface to Ammo Counter Attachments
  • Added 4 new Typeface Options for Ammo Counter Attachments
  • Added Change Interval and Frame Delay options to Ammo Counter Attachments

[h3]Take & Hold Scoring Changes:[/h3]
  • All ‘Alert’ based Scoring Bonuses (implicit penalties) have been removed
  • Damage/Health Remaining bonuses are now ranges instead of binary bonuses
  • Kill/Style/ Bonuses now apply to Hold Point Guard Sosigs as well.
  • There is now an ‘execution time’ bonus between the first and last Hold Point Guard being killed, clamped between a 5 and 25 second time range. The min time clamp is to ensure sosigs dying to bleed-out (while being already effectively downed) doesn’t negatively impact an otherwise ‘perfect’ fast clear
  • Hold completion time bonus increased
  • Hold kill distance bonus removed (encouraged a stupid meta)
  • Inflated the base Hold Completion by so new scores will slowly supplant old scores

[h3]Changes:[/h3]
  • Changed how Sosiggun Ammo Scavenging works. Magazines will only be retrieved up to the capacity of magazines that you already possess for a gun. They will only be loaded up to the amount of rounds in the Sosiggun being scavenged. And Sosigguns that do not visually have magazines cannot produce them.
  • Adjusted the ammo capacity of some Sosigguns
  • Configured all sosigguns to know whether they should produce scavenged magazines
  • Changed the total number of targets one needs to destroy in Blitz mode. This amount increases (up to a limit) based upon the current Hold Phase.
  • Tweaked a bunch of Take & Hold point sequences for Institution
  • Ammo Counters should now save their settings

[h3]Fixed:[/h3]
  • Fixed incorrect capacity and round type configurations on a bunch of Sosigguns


Update 120 Experimental 3 is now Live on The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy all!

Our experimental build cycle continues this week with some changes to ammo looting in Take & Hold, new Take & Hold Seed Progressions, and a whole bunch of bug fixes! Check out the Devlog for more info!

Happy Halloween!

Peace,
Anton

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental1!


[h2]Full Changelog - Update 120 - Experimental 3[/h2]
[h3]Additions:[/h3]
  • Added New Sosiggun Functionality. You can now convert a Sosiggun to Ammo for a gun you are holding, or that's in your quickbelt, if it is cross-compatible! (HUGE change for Limited Ammo Take & Hold Play)
  • Added New Speedloaders (.410 bore, .38 special 5-shot, .454 Casull, .500sw) (Thanks Coin)
  • Added 10 New Seed Progressions to Hallways and Institution (Thanks Mr. King)

[h3]Changes:[/h3]
  • Added ammo object references to revolvers to their new speedloaders
  • Added Item Spawner secondary object references to appropriate revolvers for their new speedloaders
  • Model 8 now correctly has a tappable bolt release, and firing hand bolt release button
  • Ammo Counter now takes into account rounds on a gun’s belt

[h3]Fixed:[/h3]
  • Fixed missing suppressed firing sound for ARVolver
  • Fixed missing sound on the C93
  • Fixed issue where Take & Hold mag duplicator would error-sound spam on ammo boxes
  • Fixed issue where dying in Take & Hold Blitz errantly plays a System Core Exposed line