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  3. Update 117 - APRIL FOOLS BULLPUP NONSENSE - is now Live!!!

Update 117 - APRIL FOOLS BULLPUP NONSENSE - is now Live!!!

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HOWDY FOLKS,

It's that special time of the year, once again, April Fools' Day, and what would that day be without some UTTERLY CURSED for H3. It's almost Meatmas 2 for us in fact. I have for y'all today a bunch of utterly cursed Bullpupped AND Unbullpupped firearms for y'all. A mixture of model kitbashes and totally original models for you.

In addition to that, we've implemented a bunch of community fixes related to serialization (gun cases) as well as making the process of loading vault files a bit more forgiving for modders.

While the Qualification Range scene is in the update, please note that it's still Work in Progress! I still have work to do on it, but wanted to go main branch with today's update so everyone could experience the Holiday nonsense :-) I'll have more info next week on what we're doing next!

Hope you all have a WONDERFUL day of Foolery.

Peace,
Anton

REMEMBER! IF YOU ARE RUNNING MODDED AND HAVE INCOMPATIBILITIES WITH THIS VERSION, YOU CAN SET YOUR INSTALL TO U116 (or older) IN THE BETAS TAB UNDER PROPERTIES IN STEAM. We keep fully compatible versions available going back to U110.

[h2]Full Changelog - Update 117[/h2]

[h3]Additions[/h3]
  • Added New Firearm: BP15 (Bullpup AR-15)
  • Added New Firearm: Sterling Bullpup Mockup (5.56x45mm)
  • Added New Firearm: Cursed L85A2 (5.56x45mm)
  • Added New Firearm: EM-5 “Ferguson” (.280 British)
  • Added New Firearm: Quadruple Tap Derringer (Thanks for the sick model Coin!)
  • Added Functionality to Item Spawner: Functional Favorites Buttons (finally)
  • Added New WIP Scene: Qualification Range
  • Added New Melee Weapon: Brown Bess Bayonet
  • Added 8 Door Keys to the Item Spawner
  • Added the last six Dynamic Furniture items that’d been in the queue (Clothesracks, Shopping Cart, Table with Casters)
  • (re)Added Over 60 Destructible pieces of Furniture


[h3]Changes:[/h3]
  • Mac11 Ripcord now fires when not held
  • Mac11 Ripcord switched to ‘Grab Hold’ type so it is easier to throw on some controllers (as it doesn’t need the trigger lol)
  • H51k can now mount the Mp5k Prototype Foregrip
  • Options Panel, Ammo Panel, Scene Fight Panel and Outdoor Sosig Fight Panel all now have visually toggling lock/unlock buttons
  • Destructible Doors now spawn Initialized to a set of lock-key types determined by the scene (4 currently in Grillhouse 2 Story)
  • Sosigs Set to Guard & Patrol in a scene that uses the ScenePointController now randomly drop valid door keys when their torso links are popped.
  • Sosigs in “Idle” and “Pathto” states will now actually talk.
  • All Pipscope internal settings are now serialized when saving them as attachments.
  • Changed Hierarchy handling for attachments that SHOULD increase performance in some cases for large numbers of attachments.
  • Reset Windows & Doors buttons are back on the Scene Fight Panel!
  • When a door initializes, it now initializes to a random key-type if it has a lock
  • Stevens 124c now has a suppressor mount.
  • Brown Bess now has bespoke mount for its Bayonet
  • Brown Bess now has large foregrip volume allowing for grabbing it closer to the muzzle
  • Ammo Boxes now have their type property serialized, and are now configured at the correct moment (hopefully) in the load process to make them spawn correctly. PLEASE LET ME KNOW IF THEY BREAK FOR YOU


[h3]Fixes:[/h3]
  • Fixed chamber positions on Doubledown Derringer
  • Fixed SaveableGunCases getting bricked when saved when open (Thanks Dr. Dog!)
  • Fixed broken T&H laser proc-gen tables
  • Fixed M16a2 and a3 rear sights not being elevation adjustable
  • Fixed Brown Bess Bayonet so it doesn’t block the barrel
  • Fixed some other Brown Bess Bayonet issues
  • Fixed Breadcrab IFF issues (i think)
  • Flintlocks now properly detach their attachments when they explode
  • Fixed incorrect generation params for Laser attachments in Take & Hold. Those pools will now only return picatinny attachments.
  • Fixed edge-cases where a held object in a Slingshot could become invalid and break the slingshot.
  • Fixed Point To Teleport map on Scene Panel (i think?)
  • Fixed some oddities with serialization order


[h3]Modding Notes:[/h3]
  • Implemented a Community fix designed to -try- to make vault files load even when the content saved in them is no longer found. NOTE that this fix necessarily scrambles indices when objects/elements are removed, and thus can/will bork containers and attachments. User beware.