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Update 111e5 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

We've got another small incremental testing build for y'all this week. This is mostly for iterating on a bunch of the constructs that will be showing up in the new Take & Hold level, while we continue working on the actual environment.

Things go well and we're at the 95% mark on actual level geometry & lighting setup. Next up is visual effects, more props, and getting the mode specific game logic in, which means we're in spitting distance of actually being able to have you folks test it! Looking like mid-October, assuming everything keeps going well.

Anywho, if you're running the Experimental build I'd love it if you could play around with the new Constructs in the Institution Preview scene and let me know what you think so far!

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 111e5[/h2]
[h3]Additions:[/h3]
  • Added Floater, Iris and Blister Constructs to Sosig Spawner

[h3]Changes:[/h3]
  • [TnH] Tweaked Floater explosion rate to be much faster and tweaked physics behavior
  • [TnH] Made Floater explosion radius larger and added further VFX
  • [TnH] Replaced Floater Sound FX
  • [TnH] Node projectiles now spawn a trio of Vaporizing Energy bullets
  • [TnH] Blister now has far more transparent detection beams, uses an ambient sound, and has multiple speeds
  • Tweaked Vaporizing Energy Bullet

[h3]Fixes:[/h3]
  • [TnH] Fixed Floater node not detecting player
  • [TnH] Blister scan beams now properly disable on destruction
  • [TnH] Fixed damage multipliers on a number of destructibles
  • [TnH] Fixed destructibles that function like environment objects not receiving explosive damage

[h3]API Changes:[/h3]
  • Added FVRLoopedAudioEntity class. NOTE THIS IS STILL IN PROGRESS and a bunch of its features are just stubbed in.

[h3]Known Issues:[/h3]
  • Vaporizing Energy Bullets do not do ‘normal’ damage, and only invoke the Vaporize effect on Sosigs. This will be amended soon.

Update 111e4 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

Have another experimental build for y'all this week, focused on new entities and entity spawning logic in the Institution Preview scene. Please note that these are all WIP, some have missing sounds, as this is a first pass to ensure they actually spawn and move about the scene correctly. If you run into any unusual behavior, especially varied from the devlog above, please file a bug report!

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 111e4[/h2]
[h3]Additions:[/h3]
  • Added New Construct To Institution Preview Scene: Floater (A hovering contact-mine)
  • Added New Construct To Institution Preview Scene: Sentinel (A mobile security entity)
  • Added New Construct To Institution Preview Scene: Node (A static slingshot ‘turret’ for the player)
  • Added New Construct To Institution Preview Scene: Blister (A static security entity)
  • Added New Prop Set: Squarrel and Exploding Squarrel
  • Added Assorted New Destructible Props to Institution Preview


[h3]Changes:[/h3]
  • Entities in the Institution Preview Scene are now spawned using a more generative logic. Please report any truly bizarre spawning behavior observed to the Steam Forum Bug Reports Section


[h3]Fixes:[/h3]
  • Attempted to make flashlight to Muzzle particle effect behavior actually consistent.

Update 111e3 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

Have a JAM PACKED update for you this week. We're nearly the end of our ammo asset replacement project, with this week bringing you shotgun shells. In addition to the upgraded assets, we've got a bunch of new sub-types for calibers that didn't have exotic shells, another 23x75mmR shell (so we have Shrap 10 and 25 now), and to celebrate that we've got 4!! new shotguns, in a spread of cartridge types to make best use of them.

Beyond that there's some new attachments, new sound for 1911s (long requested) and some new destructible scenery in testing in the Institution Level Preview. We're still cranking away on that level, and the plan over the next two weeks is to start testing some of the systemic changes to Take & Hold, and bring the Competitive Character online for testing finally.

Hope y'all have a wonderful weekend and we'll see you next friday.

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 111e3[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: B1301 (12 gauge)
  • Added New Firearm: Sawnoff-16 (16 gauge)
  • Added New Firearm: OutbackDouble (20 gauge)
  • Added New Firearm: Tulyak (23x75mmR)
  • Added New Attachments: CompactFlashlight 1 & 2, Scout Flashlight
  • Added New Ammo Subtypes for 16g and 20g shell: Cannonball, Flechette, No.2, No.4, Flare, Triple Hit
  • Added New Ammo Subtypes for 12g Short: No.4, Slug, Freedomfetti
  • Added New Ammo Subtypes for 23x75mmR: Shrap-25
  • [TNH] Added Several New Random-Spawn Destructible Prop/Obstructions to Institution Preview

[h3]Changes:[/h3]
  • Replaced Cartridge Models for: 12 gauge, 12 gauge Short, 16 gauge, 20 gauge, 12 gauge Belted, 23x75mmR
  • Flashlight range and intensity increased to make them more useful. FOV slightly reduced.
  • Flashlight shadows are enabled by default. If this incurs unacceptable perf hit, please disable shadows in your quality options
  • 1911 Pistol family sound set replaced
  • [TNH] Updated and changed materials and collision in Atrium hold room in Institution Preview Scene

[h3]Fixes:[/h3]
  • Fixed missing/hidden bolt on SVT-40
  • Fixed Whizzbangadinger no longer correctly generating state from destructible objects
  • Fixed Palmed spacing on a number of ammo types
  • Fixed top rail collision on Spas-15 Tactical
  • Fixed ammo metadata for AmagII
  • Fixed incorrect texture application for 50bmg AP/API rounds

[h3]API Changes:[/h3]
  • BreakActionWeapon class now have extra specifiable latch piece list.
  • BreakActionWeapon class now has specifiable axis for latch

Update 111e2 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

We've got another iterative experimental build this week. Behind the scenes I've been working on tons of Take & Hold stuff related to scoring, event tracking, and the foundation of the new 'alert' system that will be present in the new Institution Level. In terms of new things for y'all to PLAY with though, there's a new Swedish WW2 Battle Rifle, the AG42B, which has a very unique manual of arms (make sure to watch the latest devlog to see how to operate it), as well as a bunch of cartridge replacements, and some new subtypes for .50 BMG (SLAP and SLAP-T).

Do note that score submission is disabled on the Experimental Branch for Take & Hold as we're doing a bunch of changes that might result in odd scores until we have everything finished.

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 111 - Experimental 2[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: AG42B [6.5x55m]
  • Added New Cartridge: 6.5x55mm Swedish in Ball, FMH, Tracer & AP
  • Added New Stripper Clip: 6.5x55mm 5-round
  • Added New Ammo Subtypes: M903SLAP and M965SLAPT to .50bmg

[h3]Changes:[/h3]
  • Replaced Cartridge Models for: .50 BMG, 12.7x108mm, 13.2mm TuF, 7.62x42mmSP4, 7.62x38mmR, .38 Rimfire, .41 Short, .44 Henry Rimfire
  • Tweaked collision geo on Mammonth Revolver
  • M2 Tombstone now has a Muzzle Attachment point
  • [TNH] Score submission is currently disabled
  • [TNH] When manually selecting a Seed, all timing variables that can impact scoring during a Hold phase are no longer random, but instead set to their shortest interval within the random range, to ensure even upper bounds for scoring
  • [Sosig] Added Parameter to Sosig Config Template which is the amount of time in Skirmish state til they have been ‘alerted’
  • Modified ClosedBoltWeapon system to accommodate AG42B style top covers that can grab the bolt and pull it back. This system still likely has some edge cases and thus I DO NOT recommend using it to make a modded gun until U111 is full release.

[h3]Fixes:[/h3]
  • Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now
  • R700 Magazine round clipping fixed
  • FAL 10,20,30rnd Magazine round clipping fixed
  • Fixed Geo holes in SVT-40
  • Fixed edgecase round clipping issue in Frontier model B
  • Fixed INSANE edgecase that can only occur when loading the OTS38 at light speed (Jesus Spanners)
  • Fixed incorrect trigger placement for ejector fro B600
  • [TNH] Fixed Sosigs being counted as Melee kills for the player in situations where they’re not
  • [Sosig] Fixed incorrect IFF transmission on damage events that occur through armor
  • [Sosig] Fixed player IFF event handling when damaging a Sosig via collision damage while holding it
  • [Sosig] Fixed incorrect filtering of ‘last damaged by class’ events in Sosig damage tree causing errant melee kill tracking

[h3]API Changes:[/h3]
  • Changed IFFCode to only be changed after OnSosigKill Message Sent
  • Added Sosig Alert Tracking utilizing Alert time parameter from their config. These Alert events are fired globally, and the TNH Manager subscribes to them (to utilize conditionally for patrol spawning)

Update 111e1 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

We've got the small start to the Update 111 cycle this week. Apologies for the lack of a Steam post for U110 going live last week. I must admit I was so fixated on Baldur's Gate 3 I totally forgot to make one to go with the build....

This next cycle is all going to be about Take & Hold as we ramp up to the new Level's launch. We jumped back to the Experimental branch as I need to make some breaking changes to scoring, and other state tracking that will at times make top-scoring on the boards in the Hallway level impossible (while I work on things) and so didn't want folks to be stuck with that until its done.

Until then though, enjoy the new set of toys this week, and hopefully we'll have some of the new Take & Hold encryption challenges migrated into character for you all to field test next Friday!

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 111 - Experimental 1[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: P210-1 (9x19mm)
  • Added New Firearm: P210-5 (9x19mm) (Target Shooting Variant)
  • Added New Firearm: P210-6 (22lr) (Training Variant)


[h3]Changes:[/h3]
  • Restructured some Take & Hold code for future modification. This should NOT have resulted in any behavior changes yet. (if it has, please report it as a bug)


[h3]Fixes:[/h3]
  • Fixed cylinder collision geometry on Bodyguard38. It should be much easier to load now