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Update 120 Experimental 12 is now Live on The Experimental Branch!

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Howdy folks!

It's time for another Gameplanner centric testing build! This week we've added some tools for automatically generating a signal that you can use to control connected devices (like targets). Between the Clock, Randomizer and Indexer, it should now be possible to build cyclical, and fixed sequence Target Challenges. We've added support for this for all the pop-steel targets, and we'll be adding some new dynamic targets for the system soon!

If you're interested in the Signals system, make sure to check out our Discord where we have a dedicated section just for Gameplanner, for folks to share creations, talk about what's working and what isn't so far, and contribute ideas for the system's expansion.

Our goal in the end is something sophisticated enough that if you wanted to say... build an entire rail-shooter level, a defense game, or something entirely new genre-wise, you should be able to do so with Gameplanner. Thanks to everyone submitting feedback and bug reports as we put this together one piece at a time :-)

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 Experimental!


[h2]Full Changelog - Update 120 - Experimental 12 - More Gameplanner Modules[/h2]
[h3]Additions:[/h3]
  • Added New Signal Controls: Dial25 and Dial32
  • Added New Signals Devices: Clock, Randomizer, Indexer
  • Added Bayonet Mounts to AR-18, AR-180, Stoner 63 Rifle

[h3]Changes:[/h3]
  • All Standing Steel Targets now configured as SignalsDevices
  • Standing Steel Targets that receive a command to the down state auto-disable their spring

[h3]Fixed:[/h3]
  • Fixed a bunch of Signals Devices to prevent infinite-loop hangs
  • Fixed incorrect round loading trigger on Uzi magazines
  • Fixed P38 pistol ejection direction
  • Fixed incorrect Fire Selector Behavior on VZ58 series
  • Fixed SR-IC Mk.II naming
  • Fixed SR-IC Mk.II magazine being unable to be upgraded in Take & Hold
  • Fixed Ladies Companion Revolver geo hole
  • Fixed Webley 1913 Slide behavior (now properly locks open when magazine not present)
  • Fixed issue where Take & Hold target mode setting yielded inconsistent behavior when playing Rampart. ‘All Targets’ mode is now forced for Rampart.
  • Fixed Pointer Pistool not being able to mode switch in some control schemes
  • Fixed Standing Steel Targets not responding to input signals correctly
  • Fixed Model 95 flick open/shut direction being inverted
  • Fixed H416N and M27IAR not having functional bayonet lugs

[h3]WIP Notes:[/h3]
  • Gameplanner Wire connections CANNOT BE SAVED AND LOADED YET. Still working on it (next build most likely)


Update 120 Experimental 11 is now Live on The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

It's with great excitement that I can finally present to you folks the first build of the Gameplanner Signals system! For those of you who don't know what I'm talking about, basically think 'Redstone for H3'. The ability to hook objects up, controls, signal manipulators, widgets, remote guns, and eventually more complex game logics, sosig stuff, and more!

This first build is just an initial test of the internal signals graph, and a bunch of starter objects. PLEASE NOTE that these are not yet fully saveable to scenes yet. It'll save the objects, but not the wiring. That'll be coming in the next build.

As always, let us know if anything COMPLETELY EXPLODES (well.. unintentionally) in the bug reports section, and we'll integrate your feedback as we continue to work on this system.

ALSO, for those of you into playing Take & Hold, the First2Wurst community just opened up signups for their new King Of Score Event here: https://docs.google.com/forms/d/e/1FAIpQLSdu493IAzPc90IcLeYbn8BW74Ngul8rEhRX7fGIxDb8V_RV8w/viewform?usp=dialog

Anywho, hope you all have a WONDERFUL weekend playing with the new toys, and I'll cya all soon.

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 Experimental!


[h2]Full Changelog - Update 120 - Experimental 11 - Gameplanner[/h2]
[h3]Additions:[/h3]
  • Added New Core System: Gameplanner Signal Wire System
  • Added New Firearm: SR-IC MkII (thanks Coin!)
  • Added New Firearm Attachment: SR-IC MkII Suppressor
  • Added New Toolbox Pistool: Pointer (for wiring together Objects)
  • Added New Gameplanner Signal Tools: Delayer, Monitor, Logic Gate
  • Added New Gameplanner Widget: Light, Bleeper, Remote Gun
  • Added New Gameplanner Controls: Button, Switch, Dial10

[h3]Changes:[/h3]
  • Tool Panel for Object Info can now modify available parameters on Gameplanner Objects
  • One of the Pop Targets can now be wired up
  • Thingflinger can now be wired up

[h3]Fixed:[/h3]
  • Fixed incorrect loading gate sounds in some circumstances on Single Action Revolvers.
  • Fixed incorrect component placement on Webley Pistol

[h3]WIP Notes:[/h3]
  • Gameplanner Wire connections CANNOT BE SAVED AND LOADED YET. Still working on it (next build most likely)

Update 120 Experimental 10 is now Live on The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

We've got the first H3 Build of 2026 for you this week! Along with it a long-requested Utility item, called a Universal Tripod. In short, you can 'mount' any gun (really any object) to the Deployed tripod and gain a tremendous amount of stability while using it. Guns remain full functional while having their recoil totally controlled, and the game's position/rotation filtering are maxed out. This makes them perfect for those of you who are into ULTRA long range shooting.

Alongside this are the standard raft of bug fixes and tweaks from the Meatmas toys and other bug reports that have piled up. I want to thank you all once again for your detailed and considerate bug reports. They are always appreciated!

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 Experimental!


[h2]Full Changelog - Update 120 - Experimental 10 - Tripods[/h2]
[h3]Additions:[/h3]
  • Added New Utility Item: Tripod Modern (Under Utility Items)
  • Added New Utility Item: Tripod M2 Style

[h3]Changes:[/h3]
  • EM-2 Magazine capacity corrected to 20 (Blame Pyr0m4n14c)
  • During Take & Hold, auto cleanup systems will now ignore all objects that are kinematically locked, and pivotlocked

[h3]Fixed:[/h3]
  • Fixed Fallingblock weapons being unable to be loaded in some circumstances
  • Breachspeed Bonus should NOW finally be fixed in Take & Hold (thanks to TakingFire and Droid_Qs for figuring this out)
  • Fixed clipping on Bolthead on G12
  • C77 Metadata connection fixed
  • STX357 crane alignment fixed (Thanks Zonk!)
  • G12 and L85A3 now properly spawn with sights in Take & Hold
  • Fixed geo holes on 520 Hammerless
  • Fixed height offset of RMR mounts on VRZ 1-6x24mm Scope
  • Fixed geo holes in bottom of CQB870 mags
  • Fixed broken HM Flare Launcher magazine functionality
  • Fixed Decoy Grenade Smoke emitter erroring.

Meatmas Day Gifts Are Live! (On The Experimental Branch)

Greetings!

The day of the year many you of you have been waiting for has finally arrived! Meatmas Day 2025 is here, and with it our Yearly MEATMAS HOLIDAY UPDATE. We've got a tree full of goodies ready for you all. We're having to do things a bit differently this year, in that the new Meatmas Items are ONLY on the Experimental Branch. This is because we're in the midst of some major overhauls in preparation for 1.0, and won't be able to push to main branch until all of that work is done. SO, to check out your goodies, just do the following:

[h3]TO PLAY THE NEW BUILD FOLLOW THESE STEPS:[/h3]
  • Right click H3 in Steam
  • Go to Properties
  • Click Betas
  • Click The Dropdown
  • Select Experimental!
  • (You may need to restart steam to force the update to download)


NOW, I've got one request for you folks, that I ask every year, which is to please treat references to the specific items as SPOILERS through the end of the year. A lot of folks are travelling right now, or with family, and won't get a chance to open their gifts til later, and I'd like to give the maximum number of people a chance to do so while being surprised.

SO, if you want to talk about any item, in the discussion threads here, comments, bug reports, please ensure your post titles and comments has "Meatmas Item" in them instead of the actual name of the item, and put spoiler tags around your text. All posts that do not adhere to this will be deleted, just FYI.

ANYWHO, I hope you all have fun with the new gadgets, gats and toys, we put a bunch of fussy effort into them this year look forward to the hijinks you get up to with them.

All of us here at RUST want to wish you all a MERRY MEATMAS, and a Happy and Healthy New Year!

Peace,
Anton

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.