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

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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

Update 120 Experimental 2 is now Live on The Experimental Branch!

Howdy all!

Just a super quick release this week. Purely focused on back-end systems and bug fixes. Changelog below. See y'all next 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 Experimental1!


[h2]Full Changelog - Update 120 - Experimental 2[/h2]

[h3]Changes:[/h3]
  • The back-end loading system for Vault Files has been replaced. Note that nothing should change-user side for this. Just let us known if the game isn’t seeing any of your Vault files now.
  • While playing Take & Hold, the ‘Return to MainMenu’ button on the wrist menu is now set to “Return to Lobby’ and takes you back to the Take & Hold Lobby instead.
  • Matchbox can now be harnessed.


[h3]Fixed:[/h3]
  • Fixed issue in modded maps where sometimes not enough attack points existed for Sosigs causing the level to error. Sosig spawning is clamped now.
  • Correctly made Sosigs set to Ignore the Need for weapons no longer pick up items in the Equipment Scan Cycle
  • Fixed Take & Hold Magazine upgrade display
  • Fixed a prior Quickbelt rotation fix breaking left handed mode for them


[h3]API Notes:[/h3]
  • FVRScene Settings contains 3 new public parameters. They allow you to override the ‘Return to Main Menu’ button of the Wrist menu to have a custom ‘route’ back upward. This is used in Take & Hold, but could (for mod makers) be used for taking you back out to the ‘lobby’ scene of your game mode.


[h3]Notes To Modders:[/h3]
  • Atlas has now been fixed to load custom levels with this version. I changed two methods which broke a patch Nathan had written to fix my terrible code. That fix has been integrated into the game thus making Nathan’s patch unnecessary, thus fixing this bug. Everything say ‘thankyou’ to Nathan.