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Hot Dogs, Horseshoes & Hand Grenades News

Update 110a4 is now Live on the Alpha Branch!

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Howdy folks!

Hope you're all managing to stay cool! The heat wave has finally reached us here in Sunny SoCal), and we are roasting like wieners on the grill.

Have got a little gen-centric update for you folks while we continue to grind away on the new Take & Hold level. Enjoy!

-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 110 Alpha 4[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: RK95TP (7.62x39mm)
  • Added New Firearm: M78 (7.62x51mm) with 20 and 30rnd magazines

[h3]Changes:[/h3]
  • Replaced Cartridge models for .35 Remington, 4.6x30mm and 5.7x28mm
  • Changed vent lighting in Institution Technical Preview to make dead ends more legible

[h3]Fixes:[/h3]
  • Fixed assorting culling bugs in Institution Technical Preview

Update 110a3 is now Live on the Alpha Branch!

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Howdy Everyone,

Hope you're all having a fine week! We've got another small Alpha build this week. Mainly bug fixes and small updates to the current level Technical Preview. If you'd like to know more details, check out this week's devlog!

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 110 Alpha 3[/h2]
[h3]Additions:[/h3]
  • Added New Testing Supply Rooms to Institution Technical Preview Scene
  • Added New Secondary Hallway to test (Metal Vents)


[h3]Fixes:[/h3]
  • Fixed incorrect text display for 20x82mm HE round on Ammo Spawner
  • Fixed incorrect bound calculation for offset-center reflection probes causing incorrect culling
  • Fixed incorrect thumbnail on HPoint 10rnd Magazine
  • Fixed Incorrect collision in T-Section halls of North Quadrant Service Corridor kit
  • Fixed numerous culling errors in Institution Technical Preview Scene
  • Fixed several out-of-bounds collision errors in Institution Technical Preview Scene

Happy 4th of July (Silly Small Alpha Branch Update)

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Howdy Everyone!

Hope y'all are having a pleasant Holiday (or just an all round wonderful Tuesday). We decided to do a little goofy update this year to fix a GREIVOUS error in the game, which was the lack of the ability to grill tiny wieners on the grill in game and eat them so.... there ya go. *snort* Available in the Arizona Range.

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 110 - Alpha 2[/h2]
[h3]Additions:[/h3]
  • Added New Melee Weapon: BBQ Rapier
  • Added New Misc Object: Tiny BBQable Wiener


[h3]Changes:[/h3]
  • Charcoal Bag & Lighter Fluid now in the Item Spawner
  • Grill now has improved detection radius for cooking and erm... doing Thermal Damage to... things.

Update 110 Alpha 1 Patchbuild 1 is now Live on the Alpha Branch

Howdy all,

Just posted a quick iterative patch build on the new Institution Preview scene. This should? resolve a majority of the current issues with collision and culling. Keep the bug reports coming though for continued issues y'all find!

Cheers,
Anton

[h3]Fixes:[/h3]
  • Fixed several collision issues in Institution Preview
  • Tried to fix Occlusion issues in Institution Preview
  • Tweaked Navigation colliders in Main hallway in Institution Preview
  • Fixed error in computation of bounding spheres for Reflection probes causing errant culling

Update 110a1 is now Live on the Alpha Branch!

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Howdy All!

It's been a while since we did a build for the game, as we've been heads-down busy building new levels for the game. This project has been going WONDERFULLY, and this week we've decided to pop our first technical test onto the Alpha branch, in a scene called 'Institution Preview'.

This scene is purely level geo, and represents the structural assets for about 1/5th of the coming Take & Hold level. We're doing this test to identify problems in lighting approach, collision, performance and navmesh early, so they can inform the process in building the level proper.

PLEASE NOTE, this level is temporary, and will be regularly changing as we swap in different assets to test, try fixes, and play around. The plan is to first launch a Take & Hold level with this content, which we're currently aiming to do in June, and then in late summer/early fall release a set of sandbox levels that use the same assets but in different smaller configurations.

If you decide to check it out, please share any issues you run into the bug reports section. We deeply appreciate it!

Hope you all have yourselves a wonderful weekend, and we'll have more for 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 Alpha!


[h2]Full Changelog - Update 110 - Alpha 1[/h2]
[h3]Additions:[/h3]
  • Added New Level: Institution Technical Preview

[h3]Changes:[/h3]
  • Replaced Cartridge Models on 9x39mm, 5.45x39mm, 7.62x39mm, and 7.62x54mmR
  • Rebalanced Object Appearance in the Object Spawner. Families now have presence within an object table equal to the Square root of the total number of weapons in that family. Thus, for example, instead of one MP5 family weapon appearing in a pool, 4 will due to there being 16 in the family.

[h3]Fixes:[/h3]
  • Changed lighting path on Shaders to prevent certain categories of lightmapping artifacts from occuring
  • Fixed Missing .50RemBP JHP cartridge model
  • Fixed placement of .45LC shell
  • Fixed dimensions on 22lr, 22long, 22short ammunition
  • Fixed HPoint Follower and Spring animation
  • Fixed Display spelling of Dragunov
  • Fixed wall collision in Warehouse Range
  • Fixed Geometry holes on MP5SFA3 and MP5Shadow
  • Fixed errant XM500 barrel reciprocation