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

Hot Dogs, Horseshoes & Hand Grenades News

Update 105-e3 is Now Live On The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

The grind on Update 105 keeps on going. This week we've got an extra special Crossover Toy from the game Prodeus (Leaving Early Access Today!!!) as well as a rebuild of the Wrist Menu system that will allow for convenient access to Scenario Loading and Saving, as well as making the Wrist Menu more modding friendly for the future.

Hope y'all have a WONDERFUL weekend!

Peace,

Anton

[h2]Full Changelog - Update 105 - Experimental 3[/h2]
[h3]Additions:[/h3]
  • Added New Firearm: Mammonth (from Prodeus, firing .666cal Infernal)
  • Added New Speedloader: .666cal Infernal

[h3]Changes:[/h3]
  • Wrist Menu System Entirely Rebuilt For Functionality & Modability - Now functions using ‘Sections’
  • Rebuilt Scenario Saving & Loading Pipeline. Is now in the (new) Wrist Menu.
  • Schofield Revolver can (correctly) no longer be hammer cocked while holding trigger
  • Competition Barriers should no longer send you shooting into the sky when held

[h3]Fixes:[/h3]
  • Fixed some state issues related to hammers in Revolver code
  • M1951 and Magazine now correctly appear in Item Spawner
  • Fixed Item Spawner Item ‘Queue insertion’ so that going back, and then selecting a new item has the correct effect
  • Fixed major physics destructible collider handing bug that had bork bork borken doors
  • Mag palming now properly works on an attachable firearm held on its own

Update 105-e2 is Now Live On The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

We've got another experimental build for you this week. Mooooostly to fix things that were broken or unfinished in the prior build, but we also took some time to get a few new toys in there for y'all. Check out the devlog above if you'd like the low-down.

Peace,

Anton

[h2]Full Changelog - Update 105 - Experimental 2[/h2]
[h3]Additions:[/h3]
  • Added New Firearm Set: R1022 in Classic and Sport configurations (22lr)
  • Added New Magazine Set (for R1022): 50 and 110 rnd drum magazines
  • Added New Attachment Set: Picatinny Anti-air Iron Sights
  • Added Itemspawner Metadata for all added items in prior experimental build.

[h3]Changes:[/h3]
  • Vector45 and Vector45 Carbine now have QuickmagEject (you can press touchpad down/AX to eject mag while holding)

[h3]Fixes:[/h3]
  • Fixed issues with AX button smooth turning not being available
  • Fixed Wrist menu being functionally unusable while moving at high velocities
  • Fixed incorrectly set recoil profiles on some guns
  • Fixed slide and safety behavior on ASP
  • Fixed recoil on blondie
  • Fixed M870 Muzzle position
  • Fixed 12 gauge Shotgun Speedloader
  • Spaams, C4s and Bangers are now correctly only detonated when active.
  • Fixed borken metadata for Tec9
  • Fixed broken metadata for Ladies Pepperbox
  • Fixed Handcopter not turning off when dropped

[h3]Removed:[/h3]
  • Removed Old Takedown 10/22 model & mags

Update 105-e1 is Now Live On The Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

I know it's been QUITE A WHILE, but we finally have a public build for y'all to play. We've got a couple things to cover here so lets dive right in! First off, we've had to cut Update 105 in half, as it quickly grew to the point where so many changes were happening that it going to become a mess to test all at once. Moreover, we have a bit of a rough August, and a bunch of things we wanted to get to playable slipped, and we didn't want to leave you all waiting a month to play with new toys, so we've triaged things a bit to make this build. Here's a summary of what's in it!


For those of you following the development of Gameplanner, we have a first, super narrow test of some of the systems for it, namely the Toolbox and a rack of the new Pistools. These can we found EXCLUSIVELY in a new scene, called GP_Hangar. An IMPORTANT NOTE: Saving / Loading is 100% disabled in this current build. We're in the middle of some serialization rewrites and we don't want folk generating broken data, so we've turn those systems off entirely. They will return in the next build.


While hanging out in GP_Hanger, you'll also note we've setup a little IPSC style course to show off a new prop set that's in the game; a Competition Barrier set. One of the things we want to enable with Gameplanner is folks building structured scored challenges, so we have a bunch of prop back, an scoring doohikies planned for the future to support that.


While working on the Saving/Loading Systems for the game, the critical core of Gameplanner, we've taken a bunch of time to finally get to some long requested functionality for the firearm systems, namely the ability to guns to have multiple magazines, attachable weapons with magazines, and even a Gun Case that can close and save its contents until you open it again. Update 105 is in large part about testing all of these changes and making sure they're all working 100% as intended before we open the flood gates of custom scenario sharing.


And of course it wouldn't be a big H3 update without a bunch more GUNS. A dozen in all, including 2 new attachable ones for field testing new systems for attachable firearms with internal and external magazines. This code still needs a whole bunch of spit n polish but we're excited to see what it enables, both for our internal development, and the wild stuff I'm sure the modder folk will make too.

Well that's it for the summary. There's a whole bunch more things worth checking out, so do make sure to give the changlog below (or past devlogs a watch) if you're curious. Remember, THIS IS AN EXPERIMENTAL BUILD, which means there are significant code changes that WILL break certain mods. Unless you are a mod author working to build compatibility for U105, it is STRONGLY recommended that you launch this branch in Vanilla mode only.

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 Experimental!


[h2]Full Changelog - Update 105 - Experimental 1[/h2]

[h3]Major WIP Previews:[/h3]
  • Toolbox with Base Pistool Set (available in GP_Hangar scene)
  • Unified Locomotion Backend work (nothing SHOULD be different, aside from no longer falling through walls easily). Note all Locomotion centric mods had been broken by these changes and must be updated.
  • More Complex Attachable Weapons that support magazines and muzzle devices
[h3]Additions:[/h3]
  • Added New Firearm: HS10 (12 gauge)
  • Added New Firearm: M1907 Roth (8mm Roth)
  • Added New Firearm: Cobb Pistol (.32 acp)
  • Added New Firearm: Sharps Pepperbox Derringer (.22 Short)
  • Added New Firearm: S9R Derringer (.32 ACP)
  • Added New Firearm: Model 6 Derringer (.357 Magnum)
  • Added New Firearm: Model 6 XL Derringer (.45-70 Govt.)
  • Added New Firearm: Asp Pistol (9x19mm)
  • Added New Firearm: Blondie Derringer (.22lr)
  • Added New Firearm: HS22 Derringer (.22 WMR)
  • Added New Firearm: M1951 (9x19mm)
  • Added New Attachable Firearm: M870 Picatinny (12 gauge)
  • Added New Attachable Firearm: KWG Picatinny (12 gauge)
  • Added New Ammo Types: .22 Short and .22 Long
  • Added New Magazine: Vector-45 40rnd Drum (.45 ACP)
  • Added New Speedloader: 12gauge 5-shot
  • Added New Attachment: Rail Adapter Flat Extender Short
  • Added New Prop Set: Competition Barriers (Low, Med, Med Window, Narrow, Narrow Window, Wide, Wide Window, Board 2, 4, 8 foot, Nine Hold Barriers, Blue Barrels)
  • Added New Prop Set: Destructible Wood Crates (Big Ply, Cubic, Framed Plywood, Solid Boards Long)
  • Added New Destructible Prop Set: Glass Bottles (Amphetamade, Gutshot, Sugar)
  • Added New Static Target Set: Blue/Red versions of IPSC standing steel
  • Added New Ammo Type: .69cal CashMoney (for future Gameplanner stuff, not fully implemented yet)
  • Added New Utility Item: Wallet (for .69 cal cash money)
  • Added New Utility Item Set: Gun Case Saveable Large/Small (experimental)
  • Added New Locomotion Tool: HandCopter
  • Added Functionality to Attachable Weapons system that supports weapons with magazines (integrated and removable), muzzle devices, and a host of other little things
  • Added Functionality to Base firearm classes to accommodate secondary magazine slots (though specific implementation/usage of these slots is up to a firearm derived class to do something with (which currently non of them do, though this will change in the future)
[h3]Changes:[/h3]
  • Rebuilt Smooth Locomotion Kernels to unify their flow, fix bugs, and allow for future stuff.
  • Rebuilt Banger System to be saveable, spawnlockable
  • Arizona Targets scene is in process of being cleaned up. Arizona at Night will be modified to match when this is done.
  • Banger Detonators are no longer paired to Whizzbangadinger and function independantly
  • Retuned Interaction volume size and placement on Vector45 and Vector45 carbine to make fore grabbing more reliable and just generally improve UX.
  • DP-28 Drum magazine top now spins as ammo count changes
  • .22LR ballistics relative to barrel length adjusted
  • .22WMR and .22LR models swapped
  • Ladies Home Companion rechambered into its correct cartridge (.22 Short)
  • Tweaked Sound Profile on Model 95 Derringer
  • DP-28 Pan magazine top now correctly rotates as ammo is removed from it, and its sling ring jiggles
  • Rebuilt muzzle effects for all suppressed Sosigguns
  • Rebuilt sound for all suppressed Sosigguns
  • Sosigguns that would logically require a 2nd hand to cycle (pumps, bolts, etc.) must be held by their fore to cycle
  • Replaced Tec9 model with a more accurate one
  • Rebuilt Tec9 SuperDuperIllegalMod model to be accurate dimensions
  • Rebuilt chambering setup on all Bolt Action weapons so that round being chambered moves 1:1 with bolt face
  • Derringer animation reworked to be smoother, and includes ejector movement now
  • Flaregun script class adjusted to have open/shut animation easing similar to derringer class
  • Rangefinder how uses maximum filtering when holding by default
  • Scout Rifle now has functional second magazine slot
[h3]Fixes:[/h3]
  • Fixed mesh game in M397 40x46mm grenade
  • Fixed vertical alignment issues pervasive in picatinny rail adapters
  • Deleted leftover debug sphere from Lee Enfield No 4
  • Fixed missing sight baseplate on American90
  • Fixed flashlight muzzle smoke interaction to prevent glow blowout
  • Fixed missing grab and drop sounds from all Sosigguns
  • Fixed ejection direction on rio bigbore tactical
  • Fixed incorrect geo hierarchy on Hunter 44
  • Fixed Tank Gewehr chambering behavior
  • Fixed Muzzle effects on Scout rifle
  • Fixed broken recoil on attachable weapons

What's Coming In Our Next Big Update (105)

[h2]Howdy folks![/h2]

It’s been a little quiet from us the last couple months here on Steam so we figured it was time to give y’all some details of what we’ve been cooking up. Our next update, 105, is going to be one of the largest H3 has ever gotten, and we’re just deliriously excited by what it’ll be bringing to the game, and you folks in the community. If you'd like to check out some feature previews, there's some relevant devlogs below, along with TL:DW summaries of the pillars of this update.

[h2]Gameplanner[/h2]
Update 105 is all about finally realizing the Gameplanner system, an idea we had several years back about a suite of tools and toys that would enable you to design more of your play experience in H3. From something as simple as laying out a custom configuration of Steel Targets in your favorite range, to elaborate scripted combat scenarios with Sosigs, to entirely new ideas of gameplay using H3’s guns, agents and massive object library.

As you might imagine, this is quite the endeavor, which means that the time between updates is going to be a bit longer than usual, and we’re not going to be publicly testing this in as WIP of a state as we have in the past. So to keep you folks entertained, we’re going to be doing a series of these announcements to whet your whistles, starting with this one!

[previewyoutube][/previewyoutube]
[h2]Toolbox & Pistools[/h2]
The core of the update revolves around a new system that will be available in all Sandbox scenes in H3: The Toolbox. This handy dandy non-euclidean storage device created from the Wrist Menu, stores a set of Pistools (sorry, not sorry on the pun), which are your construction and manipulation toolset for making Scenarios in Sandbox scenes.

There’s a set for building that allow you to remotely Move, Rotate, Clone, Delete objects, as well as locking them in the air, toggling their interactivity and visibility. And there’s a set of utility Pistools for measuring things, clipping through the level, and setting up all sort of pathing and volume logic which is critical to our upcoming Event System system. Speaking of….

[previewyoutube][/previewyoutube]
[h2]Event System[/h2]
Paired with this is H3’s approach to object-to-object communication, called the Event System. Think about this as like a bunch of radio station channels. Objects of various kinds can be tuned to channels, and other objects can send Events (numbers) on those channels. At its simplest, you could say setup a button that resets all your targets for you at once, and a second button that enables a random group of them for you.

The system when done will be composed of dozens of objects including switches, buttons, levers, logic nodes, number generators, triggers, sensors, spawners and destroyers. It’ll allow you to spawn and configure sosigs to fight for or against you.

Setup a button that resets all your steel targets. Use Object Spawners, timers, and scoring systems to make yourself a Watermelon slashing game. Or make a horrible Rube Goldberg device that spawns, kills and flings Sosigs into the air. Your imagination (and perhaps your CPU power) are your only constraints.

[previewyoutube][/previewyoutube]
[h2]New Levels[/h2]
And of course with all this work into new systems, new toys, we know what’s really needed is new places to enjoy them! That’s why this update will be coming with a whole mess of brand new Sandbox scenes! These scenes are being designed around the Gameplanner system, and so are designed as multi-use ‘blank canvases’ for your imagination.

And for those of you who’d rather just boot up H3 and have something ready at hand to play, we’ve got news for you too. Each of these new scenes will have a bunch of built-in scenarios including target sequences and sosig-centric mini-games. This tooling isn’t just for you folk, but is being designed for us to use internally in finally fleshing out some content we wanted to build in the past (like more Meat Fortress Game Modes). Instead of hard-coding that sort of thing, we want to tool-a-fy everything as much as possible so that you can build & remix things to your heart’s content.

[h2]More To Come & Release Date[/h2]
I’m sure you have plenty of questions regarding the scope of this all. How many levels? What sorts of toys are coming with this? Will there be GUNS too? Can I share things I make with other users? We’ll have more detailed answers for all those questions in the coming weeks as we do more announcements and devlogs on our road to Update 105, so stay tuned!

With all that said, we know the last thing y’all want to know is when you can play with all this! Many things are still up in the air, but our goal is to have a first experimental public build by the end of August.

------------------------------------------------------------------

Hope this MASSIVE TEASE of what’s to come in H3 has y’all chomping at the bit. As I said at the beginning of this post, this is going to be one of the most significant updates to H3 in the history of the game, and is what we feel the final realization of the Sandbox side of the game, and a natural destination given the origin points of the project.

We wish y’all a Wonderful Summer!
–RUST LTD

Update 104 is Now Live!

[previewyoutube][/previewyoutube]

Howdy folks!

Update 104 is ready to rock! While perhaps not one of the flashiest updates we've done in memory, U104 marks a huge milestone in terms of the underlying systems of H3 that are the foundation of the work we have planned for the rest of the summer. The Save/Load functionality (available in the Proving Ground, Indoor Range and Grillhouse) are going to be brought to other sandbox scenes over the coming months along with a suite of Sandbox tools that we're certain you're going to love.

Those of you who've followed our devlogs over the years know that a 'Scenario' system has been attempted twice before and we neeever quite got to something shippable, so it is with great glee that we finally get the base pieces of that in game, and out to you folks.

Anywho I hope you all have a wonderful weekend Thing-Flingin' Watermelons into the air and whatever other hijinks y'all end up getting into.

Cheers,
Anton

[h2]Full Changelog - Update 104[/h2]
[h3] Additions:[/h3]
  • Added New Firearm Set: Mini-14 (Classic and GB in 5.56x45mm) with 5, 10 and 30 round magazines
  • Added New RangeToy: Thing Flinger
  • Added The Following Items To Item Spawner: 1911 Oversize + Magazine, 1911 Longflop, Cyber Pistol, Hot Dog Grenade, Rail Camera, Camcorder, Gum Drops, Glowstick,
  • Added The Following Sosigguns to Item Spawner: Ash12, KEDR, PKM, RG6, SVDS, Makarov, Toz106
  • Added New Firearm: AR50a Anti-materiel Rifle (.50 bmg)
  • Added New Muzzle Brake: StratBomber
  • Added New Item Spawner Section: Save/Load (Available in Limited Scenes For Now)
  • Added New Target Set: Steel Pop (Classic, Mini CLassic, Pepper, Mini Speed, Speed)
  • Added New Target Set: Steel IPSC (Classic, Simple, Mini)
  • Added New Target Set: Steel Walkers (2.5in, 3.5in, 4.75in)
  • Added New Target Set: Steel Plate (Gong, Large Diamond, Large Square, Rectangle, Small Diamond, Tombstone Large, Tombstone Small A, Tombstone Small B
  • Added New Target Set: Wood Standees (Left/Right Hotdog Solider, Uncle Spam)
  • Added New Target: Steel Spinner
  • Added New Target: Dueling Tree
  • Added New Target: Destructible Apple
  • Added New Target: Destructible Watermelon
  • Added New Option To Wrist Menu: Cleanup All Spawnable

[h3]Changes:[/h3]
  • Dueling tree sub-pieces now reset if you grab the target and release it
  • Steel Pop Targets now have a spring state toggle (which can be used to reset them)
  • M1911 Longflop now has Stock and Muzzle Attachment pos
  • Tweaked collision damage thresholds on destructible targets
  • Tweaked spring response on Popper Targets
  • Further changes to Sosiggun Recoil
  • Sosiggun Uzi now has 20 round capacity instead of 32
  • Rebuilt Quickbelt Slot system internally for flexibility, consistent Serialization/Deserialization, and better mod support
  • Rebuilt Recoil system and Parameters for all Sosigguns
  • Tweaked behavior for steel target volume ranges
  • Tweaked behavior for steel target hit decal scaling
  • All weapons using the SimpleLauncher base class now properly serialize their chambered round
  • 2019 Detective special not properly serializes chambered rounds, battery, heat sink, heat and damage state
  • Rebuilt Pumpkin Target
  • Rebuilt Clay Pots Targets
  • Rebuilt Clay Pigeons Targets
  • Added Baseball to Item Spawner (under thrown melee weapons)
  • Added an internal flag for OpenBolt Receiver code related to mod functionality

[h3]Fixes:[/h3]
  • Fixed physics joint dislocation issues with Dueling tree
  • Fixed broken Metadata Preventing Serialization on: Plunger Launcher, SPAAM, Uspsacial Attachments, Thompson 30 carbine Mag, HCB Bolt, Sturm Grenade, M720a1, M1a1 Rocket, M72 Rocket, Remote Missile, RPG7 Rocket, Panzershrek Rocket, OTS38, Meat Fortress EMP Nade, Meat Fortress Ubernade, Cyber Handgun, G3 Picatinny Adapter, Madsen LAR 10 Round Magazine.
  • Fixed IFF issue with pinned impact grenades
  • Fixed missing reference on HAM Comboscope preventing serialization
  • Fixed misnamed field on USP Match
  • Fixed physics issue with Dueling tree
  • Made it so that grillhouse panel is no longer cleared by ‘clear spawnable’ button
  • Fixed single element null list entries on Rail Lights, Microtorch, MG42, Scar17 CQC
  • Fixed missing references breaking Cappocollseum Games