1. Hot Dogs, Horseshoes & Hand Grenades
  2. News

Hot Dogs, Horseshoes & Hand Grenades News

Update 110e3 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy everyone!

Have another small experimental build for you this week. If you'd like to check out some of the progress for the upcoming Take & Hold level, make sure to watch the devlog above!

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 110 - Experimental 3[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: Lahti L35 Pistol (9x19mm)
  • Added New Utility Script: Handgun Short Recoil Action (Modders: Follow example of how LahtiL35 is setup to use yourself)

[h3]Changes:[/h3]
  • Replaced Cartridge Models on 8x22mm Nambu, .45 Long Colt, .50 RemBP, 10.6x25mmR, .357 Sig, .455 Webley, 7.62x25mm Tokarev, 7.63x25mm Borchardt, 7.63x25mm Mauser
  • Changed Detective Special 38 to Postwar era tag (so it shows up in Soldier of Fortune Franky in T&H)

[h3]Fixes:[/h3]
  • Fixed Lee Enfield rifles to properly cock upon having the bolt handle pushed to the fore, instead of when it is closed.

Update 110e2 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy everyone!

Just a small experimental build this week. API changes for modders, Item Spawner migration for a bunch of scenes so things can be tested. Hope y'all have a pleasant weekend!

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 110 - Experimental 2[/h2]
[h3]Additions:[/h3]
  • Added Internal Script For Modders: UniversalMagGrabTrigger (allows for magazine removal on all weapon types, including belt box support)
  • Added Internal Script For Modders: FVRFireArmTopCoverAdvanced (allows for creation of a Top Cover for belted gun that can rotated arbitrary amounts on arbitrary axes)
  • Added Internal Option For Modders: “AutoMountsBeltOnAttach” on FVRFirearmMagazine (allows for belts to autoattach when magazine is mounted, allowing for implementing exotic fictional weapons. ‘CanBeTornOut’ can be used to tear belt boxes back out without unmounting belt. This might require further testing)
  • Added Internal Option For Modders: “Engagement Delay” on ClosedBoltWeapon, OpenBoltReceiver and Handgun scripts (allows for any firing mode to have an engagement delay after the trigger is pulled before the trigger is able to be pulled again. Useful for balancing fictional weapons, simulating incredibly chunky trigger reset mechanisms, or making something terrible for funsies)
  • Added Internal Option For Modders: “SuppressCaselessDeletion” on FVRFirearmChamber (allows for weapons that use caseless rounds to actually eject them without auto-destroying the round. This behavior is necessary due to legacy stupid decisions Anton made that I’m sure made sense to him 5 years ago but it’s been too long/too many hot dogs since them to even remember why this all worked this way in the first place)
  • Added Internal Option For Modders (and my future work): Open Bolt Receivers can now have traditional burst fire

[h3]Changes:[/h3]
  • Modern Item Spawner Installed in Cappocolosseum, Winter Wasteland, Meat Grinder, Arcade Proto, Meat Fortress
  • Made Derringer directional inputs on touchpad more forgiving to make them easier to actuate on Index controllers

[h3]Fixes:[/h3]
  • Fixed Medigun being missing from Modern Item Spawner.
  • Fixed assorted spawning bugs in Return of the Rotwieners
  • Fixed missing Metadata for .410 cartridges that was preventing them from being saved
  • Fixed pivot and scaling issues on .38 Special, .45 Long Colt and 10.6x25mm rounds
  • Fixed mag palming to take into account whether a magazine is dropinloadable

Update 110e1 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy everyone!

After a month of non-stop travel we are back! Have a super small, but still very important experimental branch build for you folks this week. The critical thing this week to test, for those of you running this branch, are the loot changes to Return of the Rotwieners. Basically any place a random gun can appear, the pool system now functions parametrically, and now draws from a much larger range of guns in the game (included ones loaded from mods). Hope y'all have a wonderful weekend!

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 110 - Experimental 1[/h2]
[h3]Additions:[/h3]
  • Added New Cartridge Models for: .38 Special, .44-40WC, .44 Magnum, .45-70 Govt., .45-110 Sharps, .45 Long Colt, .357 Magnum, .454 Casull.

[h3]Changes:[/h3]
  • All AR-15 pattern firearms that can mount an M203 now have their iron sights able to flip up and down.
  • Return of the Rotwieners weapon spawn pool systems rebuilt to function more similarly to Take & Hold. Spawns are parametrically defined (instead of a manual list), and so drawn from a wider set of the game’s guns, including content added via mods.
  • Modern Item Spawner now present in Return of the Rotwieners
  • Tweaked damage falloff relative to barrel length curves for .357 magnum, .454 Casull, .45 Long Colt

Update 109 is Live on All Branches

Howdy Folks!

Just a small update this week. We're pushing live to main branch the Alpha we pushed last week that was primarily focused on modifying random generation for Take & Hold (and other game systems that generate random weapons) to better accommodate the presence of large 'families' of objects.

We've kept the changes here small as we'll be incommunicado for the rest of the month, heading across the pond to Reboot Develop Blue in Croatia to give a talk about H3 (and making better VR shooters).

Once we're back in May however we'll be diving right back into new levels, event system work, and who knows what other hijinks.

Have a WONDERFUL rest of your Aprils!

Peace,
Anton

[h2]Full Changelog - Update 109[/h2]
[h3]Additions:[/h3]
  • Added New Metadata field for FVRObjects called ‘Family’ that allows various weapons to be clustered together for the purpose of evening out distribution of weapons in Take & Hold, and any other system using Object Tables.
  • Added ‘family’ metadata to all relevant firearms (Thanks to DDRandom, Ole and Staryoshi!)

[h3]Changes:[/h3]
  • Take & Hold weapon generation now attempts to weight weapons with large variant families as a single weapon. This will continue to be tweaked.

[h3]Fixes:[/h3]
  • Fixed bug where suppressors that pop off due to not being screwed on enough don’t re-enable mount geo.
  • Fixed incorrect M1928 fire rate
  • Fixed Geo hold in MAS 49/56
  • Fixed missing physics geo on driveway for main building in Grillhouse 2Story
  • Fixed Mp5 Shadow selector switch rotation settings
  • Fixed Mac11 stock movement range
  • Fixed Toz81 spawning logic
  • Fixed Sako85 suppressed sound
  • FINALLY fixed CBJMS metadata bug
  • Fixed Attachable Tube fed carrier animation bugs
  • Fixed Attachable Tube fed round ejection points

Update 108 - APRIL FOOL'S NONSENSE - Is Live!

[previewyoutube][/previewyoutube]

Howdy folks!

We're (just barely) back in action after our break the past 2 weeks, and we've put together a small but goofy update for y'all for April Fool's Day (we can't pass up the opportunity to pop some more weapons-grade stupid into the game to celebrate).

We hope y'all enjoy this little collab with Kommander Karl (author of the Rail Tater). Remember, don't believe anything you read on the internet for the next 24 hours or so :-P

Peace,
Anton

[h2]Full Changelog - Update 108 - April Fool’s Nonsense[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: Rail Tater (chambered in Rail Potate)
  • Added New Firearm: MP5 Shadow (I’m so incredibly sorry for this)

[h3]Fixes:[/h3]
  • Removed Bayard 1908 last round slide hold open
  • Fixed missing textures on some 23x75mm rounds