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Hot Dogs, Horseshoes & Hand Grenades News

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

[previewyoutube][/previewyoutube]

Howdy All!

We have an exciting new Experimental Build for y'all this week, kicking off another Update Cycle. The focus of this cycle is Magnified Optics, something that's been lacking in h3 for a long time (for a host of reasons). Thanks to a collaborator of ours, Ole, we have some huge improvements.

New Magnified Optics System Features:
  • Enables correct magnification and field of view for all scopes; Allows for true 1x scopes
  • Enables correct reticles with accurate holds and drop compensation
  • Correct Front Focal Plane (FFP) vs Second Focal Plane (SFP) behavior
  • Approximately physically accurate exit pupil/"eyebox" behavior and eye relief, with optional settings for easier usage
  • Allows for 2-eye aiming (ie. ACOG's "Bindon aiming concept" for finding targets at high magnification, or red-dot like behavior with 1x scopes)
  • Accurate zeroing using real world units, with moving turrets when applicable
  • Adjustable illumination and reticle color with moving turrets when applicable, swappable reticles
  • Ability to look through both ends of scopes (though probably not 100% optically correct lol)
  • Ability to simulate odd scope behaviors to better emulate certain scopes (lens distortion, chromatic aberration, FOV tunneling, exit pupil offset)
  • Is fully Data driven, deriving behavior from the accurate 3d model of the scope and known specs
  • Animated physical components on scope models when certain parameters change
  • Brand new clean interface that's more legible in all environments

We'd love it if those of you into distance shooting could jump over to the Experimental build and give these a shot! They are present in the Item Spawner (but will not appear in Take & Hold), and we're really curious how these work for folks, and what their performance characteristics are compared to the existing scopes.

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 1[/h2]
[h3]Additions:[/h3]
  • Added New Experimental Magnified Optics System
  • Added Testing Optic: EVU 1-10x28mm Scope
  • Added Testing Optic: LT 3x9 Scope
  • Added Testing Optic: Telescopescope
  • Added Testing Optic: VSPrism 1x Scope

Update 112 is now Live!

[previewyoutube][/previewyoutube]

Howdy folks!

We're finally back onto the Main Branch again with a full release. This week's devlog covers not just the new toys (PKM!!!!! and AVT-40), but the WONDERFUL H3 community Meetup we did in Vegas last week. Many thanks to all of you who made the trip out. The response exceeded my expectations, especially on such short notice. We'll deffo try to do another of these in the future.

NOTE TO MODDERS: We have removed the 'priormainversion' beta branch and replaced it with explicit beta branch options for Update 110 and 111, if you're still waiting for mods you use to be fully updated.

Anywho, hope y'all enjoy and we'll be back as always next week with the beginning of our next experimental cycle!

Peace,
Anton


[h2]Full Changelog - Update 112[/h2]

[h3]Additions:[/h3]
  • Added New Firearm: PKM (7.62x54mmR) with 200 rnd Belt Box
  • Added New Firearm: AVT-40 (7.62x54mmR) With 15rnd Magazine and 20rnd Drum
  • Added New Firearm: DMR15 [5.56x45mm]
  • Added New Firearm: FP15 [5.56x45mm]
  • Added New Firearm: MP15 [5.56x45mm]
  • Added New Firearm: PDC15 [5.56x45mm]
  • Added New Firearm: PEN15 [5.56x45mm]
  • Added New Attachment Rail Type: MLok (this will be backported onto existing H3 guns that have it in a future update)
  • Added New Attachment Set: MLok To Pic Rail Adapters (1, 1.5, 2, 2.5, 3 Slot)
  • Added New Attachment: ARM Rear Sight
  • Added New Attachment: MT Rear Sight
  • Added New Attachment: AM4 Suppressor
  • Added New Attachment: Canadian Carry Handle Sight
  • Added New Attachment Set: BWarriorLok Foregrip in Black & FDE
  • Added New Attachment Set: MPLokAngled Foregrip in Black & FDE
  • Added New Attachment Set: MPLokVert Foregrip in Black & FDE
  • Added New Attachment Set: KAGLok Handstop in Black & FDE
  • Added New Attachment Set: Knight Ironsight 300 in Black & FDE
  • Added New Attachment Set: Knight Ironsight 600 in Black & FDE
  • Added New Attachment Set: Knight Micro Ironsight 300 in Black & FDE
  • Added New Attachment Set: Knight Micro Ironsight 600 in Black & FDE
  • Added New Attachment Set: MP Iron Sights in FDE
  • Added New Attachment Set: TFolding Iron Sights
  • Added MLok rail support to SCR AR15 Pistol, MX410, Mk 12, M2 Tactical, AKM Tactical, P762, Sport ACR, Evo3 Stealth, Evo3 S1 Carbine, Evo3 S2 Micro
  • Added New System: Gas Solid Status Effects. Allows gas spheroids (from smoke grenades, gas grenades, etc. to cause blind, confusion, stunning, unconsciousness and buffs/debuffs to Sosigs.
  • Added New Functionality to Sosig Nades relating to sound, visual effects
  • Added New SubCategory to Item Spawner: Sosig Grenades
  • Added 5 Sosig Grenades (Frag, Old Frag, Smoke, Incen, Flash) to Itemspawner
  • Added New Option Toggle: BreakactionMultiChambering (where if holding 2 rounds, and chambering one in a double-barrel, it chambers them all) - defaulted to on


[h3]Changes:[/h3]
  • Pen15 now spawns with a Picatinny Optic in Take & Hold
  • ItemSpawner Manifest Updated to contain objects added through U112 Cycle
  • Replaced Assets for MP Iron Sights in Black
  • Replaced Assets for A2 Iron Sights in Black
  • [TNH] Refractive Encryption now teleports and fires its weapon after 0.1 seconds instead of instantly, allowing all multi-projectile shots to strike it reliably (such as shotgun shells).
  • Adjusted HK-style weapon sound event logic (thanks to Jack Foxtrot for the suggestion)
  • [Sound] G-Series Handguns now all use the Handling audio that was authored when the G41 was released (more modern/accurate)
  • [Sound] Deagle pistols outside of the .50 series now have upgraded/matched audio to match the .50 series
  • [Sound] G36 Bolt forward sound adjusted
  • [Sound] Hammerless 520 Shotgun racking sound replaced
  • Thanks to jexjhuy for the detailed sound notes
  • [TNH] Orthogonal Encryption now rotates 180 degrees each time, instead of 90, which -should- ensure un-hit faces don’t get ‘stuck’ facing away from you
  • Changed Physics collision logic for gas spheroids for White smoke grenades (still experimenting with performance). They should more consistently block line of sight now.
  • Changed Mustard and Toxic Squarrels to emit gas spheroids that cause knockout and vomitting damage over time respectively.
  • Changed texture on Toxic Squarrel
  • Changed explosion behavior on TurboBangsnap
  • Optimized some explosion damage sampling intersection logic.
  • Replaced the 5 Primary Sosig Grenades with better more interactive models
  • Improved Audio Legibility of Sosig Grenades being used against player
  • Upgraded all in-game Smoke solids to use new dual collision later system for better obscurance, coverage and clumping.
  • All standard smoke now Blinds for 2 seconds, and Confuses for 1 second on Sosig Head Intersection
  • All CS-Gas smoke now Stuns for 1 second and Confuses for 5 seconds


[h3]Fixes:[/h3]
  • Fixed missing base class update call in Flaregun.cs
  • Fixed missing base class Awake calls in CarlGustav, Girandoni, GrappleGun, MeatNailer and RemoteMissileLauncher classes
  • Fixed missing base class configuration call for FVRFirearmAttachment
  • Fixed 2x50mm rail projectile
  • Fixed MX410 Item Spawner categorization
  • Fixed Girandoni Air Rifle pump not pumping enough air into gas canister
  • Fixed Missing Panzerfaust 3 entry
  • Fixed Muzzle Effects not being properly cleaned up when swapping Muzzle Devices
  • Fixed SW41 12 rnd Magazine only spawning with 10 rounds in it
  • Fixed missing Itemspawner reference on Angled MLok foregrips
  • Fixed missing flipping behavior on MP Ironsights
  • IPSICK2011 Breach rotation when open increased to improve ejection
  • Fixed E79 scopes not being able to be picked up
  • Fixed .32 ACP Tracer round shell being invisible
  • Fixed Rail Tater not being able to be sling-locked
  • Properly filled out ObjectID substitution registers to ‘reroute’ old objects to new ones
  • Fixed missing sound events on Mp5SD and Mp5k sets
  • Fixed incorrect sound profile set for Sustenance Mp7 (wasn’t migrated to new one when original Mp7 was upgraded)
  • Improved Rendering performance of all smoke solids by disabling unnecessary shader features, and reflection probe lookups.
  • Added some better error-case handling in Sosig Grenade code
  • Fixed metadata on all recently added MLok attachments

Update 112 Alpha 4 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

Have another small update for y'all this week to wrap up work on the game's Smoke systems. Hope y'all have a wonderful week!

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 Alpha!


[h2]Full Changelog - Update 112 Alpha 4[/h2]
[h3]Additions:[/h3]
  • Added New Functionality to Sosig Nades relating to sound, visual effects
  • Added New SubCategory to Item Spawner: Sosig Grenades
  • Added 5 Sosig Grenades (Frag, Old Frag, Smoke, Incen, Flash) to Itemspawner
  • Added New Option Toggle: BreakactionMultiChambering (where if holding 2 rounds, and chambering one in a double-barrel, it chambers them all) - defaulted to on

[h3]Changes:[/h3]
  • Replaced the 5 Primary Sosig Grenades with better more interactive models
  • Improved Audio Legibility of Sosig Grenades being used against player
  • Upgraded all in-game Smoke solids to use new dual collision later system for better obscurance, coverage and clumping.
  • All standard smoke now Blinds for 2 seconds, and Confuses for 1 second on Sosig Head Intersection
  • All CS-Gas smoke now Stuns for 1 second and Confuses for 5 seconds

[h3]Fixes:[/h3]
  • Fixed missing sound events on Mp5SD and Mp5k sets
  • Fixed incorrect sound profile set for Sustenance Mp7 (wasn’t migrated to new one when original Mp7 was upgraded)
  • Improved Rendering performance of all smoke solids by disabling unnecessary shader features, and reflection probe lookups.
  • Added some better error-case handling in Sosig Grenade code
  • Fixed metadata on all recently added MLok attachments

Update 112 Alpha 3 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy folks!
Have a small system test update for y'all this week. We're trying to make the tactical smoke systems in H3 function more reliably in terms of blocking line of sight, and correctly disabling and impairing sosigs when they're intersected by smoke. Check the devlog for more details on what's being tested. Assuming this isn't a performance disaster, these changes will be rolled out to the remainder of the smoke-emitting objects in game, and an API will be finalized to make it easier for Modders to play with this new functionality :-)

Hope y'all have a wonderful weekend!

Peace,
Anton

[h2]Full Changelog - Update 112 Alpha 3[/h2]
[h3]Additions:[/h3]
  • Added New System: Gas Solid Status Effects. Allows gas spheroids (from smoke grenades, gas grenades, etc. to cause blind, confusion, stunning, unconsciousness and buffs/debuffs to Sosigs.


[h3]Changes:[/h3]
  • Changed Physics collision logic for gas spheroids for White smoke grenades (still experimenting with performance). They should more consistently block line of sight now.
  • Changed Mustard and Toxic Squarrels to emit gas spheroids that cause knockout and vomitting damage over time respectively.
  • Changed texture on Toxic Squarrel
  • Changed explosion behavior on TurboBangsnap
  • Optimized some explosion damage sampling intersection logic.

Update 112a2 is now Live on the Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy folks!
Have a bite-sized update for y'all this week. Mainly fixes and tweaks to test out my new build pipeline now that I've migrated development setups for the first time in almost 7 years. Will have something hopefully more exciting for you next week!

Peace,
Anton

[h2]Full Changelog - Update 112 Alpha 2[/h2]
[h3]Additions:[/h3]
  • Added MLok rail support to SCR AR15 Pistol, MX410, Mk 12, M2 Tactical, AKM Tactical, P762, Sport ACR, Evo3 Stealth, Evo3 S1 Carbine, Evo3 S2 Micro

[h3]Changes:[/h3]
  • [TNH] Refractive Encryption now teleports and fires its weapon after 0.1 seconds instead of instantly, allowing all multi-projectile shots to strike it reliably (such as shotgun shells).
  • Adjusted HK-style weapon sound event logic (thanks to Jack Foxtrot for the suggestion)
  • [Sound] G-Series Handguns now all use the Handling audio that was authored when the G41 was released (more modern/accurate)
  • [Sound] Deagle pistols outside of the .50 series now have upgraded/matched audio to match the .50 series
  • [Sound] G36 Bolt forward sound adjusted
  • [Sound] Hammerless 520 Shotgun racking sound replaced
  • Thanks to jexjhuy for the detailed sound notes
  • [TNH] Orthogonal Encryption now rotates 180 degrees each time, instead of 90, which -should- ensure un-hit faces don’t get ‘stuck’ facing away from you

[h3]Fixes:[/h3]
  • Fixed Muzzle Effects not being properly cleaned up when swapping Muzzle Devices
  • Fixed SW41 12 rnd Magazine only spawning with 10 rounds in it
  • Fixed missing Itemspawner reference on Angled MLok foregrips
  • Fixed missing flipping behavior on MP Ironsights
  • IPSICK2011 Breach rotation when open increased to improve ejection
  • Fixed E79 scopes not being able to be picked up
  • Fixed .32 ACP Tracer round shell being invisible
  • Fixed Rail Tater not being able to be sling-locked
  • Properly filled out ObjectID substitution registers to ‘reroute’ old objects to new ones

[h3]Removed:[/h3]
  • Bling/Bubba15 removed (replaced by PEN15)
  • AR15SBR removed (replaced by PDC15)