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Hot Dogs, Horseshoes & Hand Grenades News

Update 113 Alpha Build 2 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

Have a quick Alpha build this week, mainly fixing some continuing Scope Math headaches, fixing some rendering, and remaking a few tools and toys.

Hope you have fun with it!

Cheers,
Anton

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


[h2]Full Changelog - Update 113a2[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: P90 (with fancy shmancy transparent magazine)
  • Added New Attachment: Classic 3-12x42mm Scope

[h3]Changes:[/h3]
  • Rangefinder Rebuilt to use new Scope System, with accurate HUD for range and angle (Ole dragged me kicking and screaming through implementing this and I’m glad he did)
  • Rebuilt Internal Transform Handling in Scope System to allow for other component orientations (this will make sense next week lololol)

[h3]Fixes:[/h3]
  • Fixed backwards scope rendering
  • Fixed missing chromatic aberration and distortion on scope rendering
  • Fixed Scope UI to properly display Scope and Reticle Windage and Elevation Adjustment in proper units (instead of ‘ticks’)

[h3]Removed:[/h3]
  • Removed Old P90 model & Magazine

Update 113 Alpha Build 1 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

As we move towards the main branch release for Update 113, we're happy to drop on you a level that has taken.... far too long to make it into the game in some form. Originally called Sand Trap, this new Duney Range is designed for those of you who enjoy Ultra Long Range Shooting, but has some other uses as well. You can think of it as a modern multi-purpose outdoor range for the game, and has challenges out to (an utterly absurd and quite possibly impossible) 4000 meters. As this level is HUGE, honestly past the point of what is generally considered 'smart' to do in Unity, there is probably some odd behavior with physics and lighting when approaching the periphery of it, just be aware.

We'll be continuing to refine it this week, with the aim of having a panel for easy Sosig Fighting by the time we hit main branch next week.

I look forward to seeing the videos on the subreddit when some of you invariably prove me wrong and blast away the targets from 4 kilometers away.

Hope you have fun with it!

Cheers,
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 Alpha!



[h2]Full Changelog - Update 113a1[/h2]
[h3]Additions:[/h3]
  • Added New Level: Duney Range
  • Added New Option: Scope Recursive Rendering (very expensive)

[h3]Changes:[/h3]
  • Gong Steel Target sound shifted to “Very Long Range” pool, allowing it to be heard from as far away as 3000m (hopefully this isn’t too loud up close)

[h3]Fixes:[/h3]
  • Fixed scope zeroing math to properly take into account lateral offsets and rotation

Update 113 Experimental Build 4 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

We're finally back to updates after a bit of a hiatus there. This week's build is mainly bug fixes and the (almost) end of the Scope migration process. We've got a few Magnifiers still to do, the Meat fortress rifle, the Range Finder, and a few more Scopes we want to put in, and then this project will be DONE, and ready for the main branch.

As always if you run into any bugs while playing with the scopes please let us know! Just FYI we'll probably be pushing a build mid-week next week as we continue to tinker with the zeroing math to make things work for rotationall offset scopes, so if you're on this branch you should expect a patch or two.

Cheers!
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 113e4[/h2]
[h3]Additions:[/h3]
  • Added New Firearm Set: Mk12 Mod 0 SPR, Mk12 Mod 1
  • Added New Attachment: Mk12 Suppressor
  • Added New Attachment: Attachable Bipod H
  • Rebuilt and Migrated Scopes To New System: AugA1, CAWS, G11, M40A1, NTW-20, Panzerfaust 3, PSG1

[h3]Changes:[/h3]
  • Added Scope Render Distance param, defaults to 3500m currently. Will eventually make this a quality setting
  • Added Functionality and Option for Recursive Scope rendering (very expensive)
  • Adjusted virtual stock distance for G11, CAWs, PSG1 and NTW20 to better accommodate their integrated scope’s eye boxes

[h3]Fixes:[/h3]
  • Fixed Null references for deleted scopes that were causing certain ItemSpawner Entries to error when displayed
  • Fixed SVT40 coloration
  • G3SG1 scope correctly reclassified as bespoke mount
  • Yolographic optic and Telescopescope correctly reclassified as ‘meme’ set
  • G36 Comboscope and Scope now can be interacted with once attached
  • Fixed Incorrect Metadata on EC79A2
  • Fixed broken material on Wurstwurld ammo (will fully update models later)
  • Fixed ACOS carryhandle version being present in the item system
  • Fixed unreliable disconnection of EVU 1-10 and LT 3-9x scopes on short pic rails
  • Tweaked Pic rail sizes on Model 70 Bolt Action to prevent issues

Update 113 Experimental Build 3 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

Have another Experimental Build for the Update 113 cycle for y'all, this time a day late (was busy paying someone to drill into my teeth). This build has a bunch more new converted scopes, and a few brand new scopes for y'all to try out! Hope you enjoy :-)

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 113e3[/h2]
[h3]Additions:[/h3]
  • Added New Scope: ACOS TA01 in Picatinny and Handle Mount configuration (with SO many reticle options)
  • Added New Scope: VRZ 6-36 x 56mm. This scope replaces a number of high magnification scopes in game.
  • Rebuilt and Migrated Scopes To New System: AR18, G3SG1, HamScope4x24, K98k, Lee Enfield, M1D, M1 Garand Prototype Optic, M76, M88 for M1 Carbine, M1903, MAS 4956, Python, QLB06

[h3]Fixes:[/h3]
  • Fixed G36 Scope and Comboscope missing interactions
  • Fixed handling of scopes with no options
  • Fixed Reticle DIsplayNames on EVU 1-10
  • Fixed LT3-9x turret rotation
  • Fixed PSO-1 Scope menu position
  • Fixed PU scope controls


[h3]Removed:[/h3]
  • Removed Old/Inaccurate/Bad Scopes: 3-12x, 1-24x, 8-32x, 12-60x, VD1-6x, M145. FVRObjectIDs for these have been ‘rerouted’ to new/replaced scopes, so previous saved guns SHOULD still load with these substituted components instead. Don't worry, some of these will get 1:1 replacements.

Update 113 Experimental Build 2 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy All!

Our Scope-venture continues this week with a whole bunch of new features, Physical controls for all the rebuilt scopes (yes that was as time consuming to implement as you might imagine), and 20 of the game's scopes migrated over to the new systems for y'all to try! We're going to be continuing the manual (and painful) migration of the game's optics to this system over the coming weeks, so we as always welcome your feedback on how they feel!

Hope you have fun playing with them!

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 113 Experimental 2[/h2]
[h3]Additions:[/h3]
  • Added New System: Physical Scope Manipulation
  • Added New System: Scope Lateral View Parallax Simulation (toggleable in Options)
  • Rebuilt the following optics to use New Scope Systems: C79, C79A2, BR4, Susat, WA2000 Scope, G36 Scope, G36 Comboscope, Telescopescope, C601 Scope, Art 3-9x40 Scope, Deagle Scope, Lion 2.5x, C3x20 Scope, PSO-1, EVU 1-10x28mm, W330, Mosin PU Scope, SVT40 PU Scope, TS30A2 3-9x36 Scope, VS Prism 1x Scope
  • Rebuilt the following rifle integrated Optics: EM2, G36, FRF2

[h3]Changes:[/h3]
  • Modified Internal Scope Placement on some LPVOs to prevent clipping
  • Changed Scope System UI Text scaling and placement
  • Scope UI now has specific names for Reticles and Reticle Colors rather than auto-generated indices
  • Scope Rendering and Culling can now be configured to allow multiple scopes to draw, in parallel, and recursively. This has not been wired up to Quality settings yet, but will be in a future update.
  • Scope view now has anti-aliasing if AA is enabled in currently active quality setting

[h3]Fixes:[/h3]
  • Fixed view jittering in scopes
  • Scope settings changes in the Options panel are now immediately represented in spawned scopes