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Hot Dogs, Horseshoes & Hand Grenades News

Update 117 Patch 2 is now Live!

[previewyoutube][/previewyoutube]

Howdy folks!

I've got a small patch for y'all this week. (Sorry for the large download, I had to change files in a whole bunch of bundles in the game). This week's work was mainly about doing a bunch of tuneups, fixing assorted bugs, and tweaking some things in advance of a Take & Hold tournament being run by the WONDERFUL First2Wurst Community.

As always, if you run into any issues with the update, make sure to post in our Bug Reports section!

Cheers,
Anton

[h2]Full Changelog - Update 117 - Patch 2[/h2]
[h3]Additions[/h3]
  • Added New Magazine: Mac 11 72rnd Drum

[h3]Changes:[/h3]
  • Major Balance Change: Kinetic Damage hits of 100 and fewer points are now discarded. In a sense these now bounce off your casing without concern. This is partially to prevent folks losing 1-hit bonuses from trivial energy ricochets that can sometimes happen, as well as super-low velocity melee weapon collisions when items are falling off a Sosig in a chaotic situation. Feedback is welcomed from the T&H tourney community on this change.
  • All Sosig Grenades have been updated to the more modern explosion system, damage should now no longer occur through
  • Mac11 Ripcord now can fire an entire drum on a single pull
  • Mac11 Ripcord now only baaaarely retracts when the player is impacted by infinite ammo (yup)

[h3]Fixes:[/h3]
  • Fixed misc issues with Mac 11 Ripcord
  • [T&H] RPC7615 can no longer appear in pool choices it shouldn’t have (metadata error)
  • Fixed Mk23 safety behavior (no longer auto-decocks)
  • Fixed incorrect 1873 itemspawner image
  • Fixed physics geometry on Ferryman Magazine to allow it to actually be reloaded
  • Fixed Quickbelt pose for Quackenbush Rifle
  • Fixed Civilian ARs not having proper Picatinny flag set for T&H spawning
  • Fixed Tactical Super Shorty Shotgun not having proper Picatinny flag set for T&H spawning
  • Fixed New Item Manifest to correctly contain Sterling Bullpup Mockup
  • Fixed fire selector trigger volume on BP15 so it works on both sides of the rifle
  • Fixed Sling Swivel behavior (broken pivot) on the EM-5

Update 117 - APRIL FOOLS BULLPUP NONSENSE - is now Live!!!

[previewyoutube][/previewyoutube]

HOWDY FOLKS,

It's that special time of the year, once again, April Fools' Day, and what would that day be without some UTTERLY CURSED for H3. It's almost Meatmas 2 for us in fact. I have for y'all today a bunch of utterly cursed Bullpupped AND Unbullpupped firearms for y'all. A mixture of model kitbashes and totally original models for you.

In addition to that, we've implemented a bunch of community fixes related to serialization (gun cases) as well as making the process of loading vault files a bit more forgiving for modders.

While the Qualification Range scene is in the update, please note that it's still Work in Progress! I still have work to do on it, but wanted to go main branch with today's update so everyone could experience the Holiday nonsense :-) I'll have more info next week on what we're doing next!

Hope you all have a WONDERFUL day of Foolery.

Peace,
Anton

REMEMBER! IF YOU ARE RUNNING MODDED AND HAVE INCOMPATIBILITIES WITH THIS VERSION, YOU CAN SET YOUR INSTALL TO U116 (or older) IN THE BETAS TAB UNDER PROPERTIES IN STEAM. We keep fully compatible versions available going back to U110.

[h2]Full Changelog - Update 117[/h2]

[h3]Additions[/h3]
  • Added New Firearm: BP15 (Bullpup AR-15)
  • Added New Firearm: Sterling Bullpup Mockup (5.56x45mm)
  • Added New Firearm: Cursed L85A2 (5.56x45mm)
  • Added New Firearm: EM-5 “Ferguson” (.280 British)
  • Added New Firearm: Quadruple Tap Derringer (Thanks for the sick model Coin!)
  • Added Functionality to Item Spawner: Functional Favorites Buttons (finally)
  • Added New WIP Scene: Qualification Range
  • Added New Melee Weapon: Brown Bess Bayonet
  • Added 8 Door Keys to the Item Spawner
  • Added the last six Dynamic Furniture items that’d been in the queue (Clothesracks, Shopping Cart, Table with Casters)
  • (re)Added Over 60 Destructible pieces of Furniture


[h3]Changes:[/h3]
  • Mac11 Ripcord now fires when not held
  • Mac11 Ripcord switched to ‘Grab Hold’ type so it is easier to throw on some controllers (as it doesn’t need the trigger lol)
  • H51k can now mount the Mp5k Prototype Foregrip
  • Options Panel, Ammo Panel, Scene Fight Panel and Outdoor Sosig Fight Panel all now have visually toggling lock/unlock buttons
  • Destructible Doors now spawn Initialized to a set of lock-key types determined by the scene (4 currently in Grillhouse 2 Story)
  • Sosigs Set to Guard & Patrol in a scene that uses the ScenePointController now randomly drop valid door keys when their torso links are popped.
  • Sosigs in “Idle” and “Pathto” states will now actually talk.
  • All Pipscope internal settings are now serialized when saving them as attachments.
  • Changed Hierarchy handling for attachments that SHOULD increase performance in some cases for large numbers of attachments.
  • Reset Windows & Doors buttons are back on the Scene Fight Panel!
  • When a door initializes, it now initializes to a random key-type if it has a lock
  • Stevens 124c now has a suppressor mount.
  • Brown Bess now has bespoke mount for its Bayonet
  • Brown Bess now has large foregrip volume allowing for grabbing it closer to the muzzle
  • Ammo Boxes now have their type property serialized, and are now configured at the correct moment (hopefully) in the load process to make them spawn correctly. PLEASE LET ME KNOW IF THEY BREAK FOR YOU


[h3]Fixes:[/h3]
  • Fixed chamber positions on Doubledown Derringer
  • Fixed SaveableGunCases getting bricked when saved when open (Thanks Dr. Dog!)
  • Fixed broken T&H laser proc-gen tables
  • Fixed M16a2 and a3 rear sights not being elevation adjustable
  • Fixed Brown Bess Bayonet so it doesn’t block the barrel
  • Fixed some other Brown Bess Bayonet issues
  • Fixed Breadcrab IFF issues (i think)
  • Flintlocks now properly detach their attachments when they explode
  • Fixed incorrect generation params for Laser attachments in Take & Hold. Those pools will now only return picatinny attachments.
  • Fixed edge-cases where a held object in a Slingshot could become invalid and break the slingshot.
  • Fixed Point To Teleport map on Scene Panel (i think?)
  • Fixed some oddities with serialization order


[h3]Modding Notes:[/h3]
  • Implemented a Community fix designed to -try- to make vault files load even when the content saved in them is no longer found. NOTE that this fix necessarily scrambles indices when objects/elements are removed, and thus can/will bork containers and attachments. User beware.

Update 117 Experimental 2 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy folks!

At long last we have another Experimental Build for the Update 117 cycle. This Update introduces a new (WIP) scene called the Qualification Range. This Sandbox scene differs from most of H3's other Sandbox scenes in that there are ambient Sosigs that have a multi-state behavior scheme. The first behaviors we've gotten working are a loop between grabbing a lane to shoot at, and returning to an Ammo station when they run out of ammo. The plan is to add a few more to these to create a more organic and lively range simulation.

Beyond that, this update includes a bunch of enhancement to the Destructible door system designed to generalize their behavior. Patrols spawned in the Grillhouse scene drop keys for the doors, the reset buttons are back, and a bunch of things are moving into place that will allow modders to start adding Destructible door to their maps (starting next week).

Anywho, if you'd like to see what else has changed check out the devlog above. As always, leave a bug report in the bug reports section of the forum or discord if you run into issues!

Have a wonderful weekend!
-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 117 Experimental 2[/h2]
[h3]Additions[/h3]
  • Added New WIP Scene: Qualification Range
  • Added New Melee Weapon: Brown Bess Bayonet
  • Added 8 Door Keys to the Item Spawner
  • Added the last six Dynamic Furniture items that’d been in the queue (Clothesracks, Shopping Cart, Table with Casters)

[h3]Changes:[/h3]
  • Options Panel, Ammo Panel, Scene Fight Panel and Outdoor Sosig Fight Panel all now have visually toggling lock/unlock buttons
  • Destructible Doors now spawn Initialized to a set of lock-key types determined by the scene (4 currently in Grillhouse 2 Story)
  • Sosigs Set to Guard & Patrol in a scene that uses the ScenePointController now randomly drop valid door keys when their torso links are popped.
  • Sosigs in “Idle” and “Pathto” states will now actually talk.
  • All Pipscope internal settings are now serialized when saving them as attachments.
  • Changed Hierarchy handling for attachments that SHOULD increase performance in some cases for large numbers of attachments.
  • Reset Windows & Doors buttons are back on the Scene Fight Panel!
  • When a door initializes, it now initializes to a random key-type if it has a lock
  • Stevens 124c now has a suppressor mount.
  • Brown Bess now has bespoke mount for its Bayonet
  • Brown Bess now has large foregrip volume allowing for grabbing it closer to the muzzle

[h3]Fixes:[/h3]
  • Fixed incorrect generation params for Laser attachments in Take & Hold. Those pools will now only return picatinny attachments.
  • Fixed edge-cases where a held object in a Slingshot could become invalid and break the slingshot.
  • Fixed Point To Teleport map on Scene Panel (i think?)

Update 117 Experimental 1 is now Live on the Experimental Branch!

[previewyoutube][/previewyoutube]

Howdy all!

Have a slightly earlier in the day Devlog and Update for y'all today, as we've got another great VR Dev friend in town from the other side of the world, and we're goin Shootin!

For this week's update we've got the return of some destructible furniture I'd be playing with ages ago and never finished. There's still a bunch of tuning to be done with their physics behavior, but they are now actually fully integrated with the game's item database and spawner (I royal pain in the meat for 60+ objects). You should expect the grab/movement feel of these to continue to change as I dial them in and experiment.

Anywho, I wish you all a WONDERFUL weekend. We'll be back next week with more work being done to finish and fix save/load of complex object types.

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 117 Experimental 1[/h2]
[h3]Additions[/h3]
  • (re)Added Over 60 Destructible pieces of Furniture

[h3]Changes:[/h3]
  • Ammo Boxes now have their type property serialized, and are now configured at the correct moment (hopefully) in the load process to make them spawn correctly. PLEASE LET ME KNOW IF THEY BREAK FOR YOU

[h3]Fixes:[/h3]
  • Fixed some oddities with serialization order

Update 116 Patch 2 is now Live!

[previewyoutube][/previewyoutube]

Howdy All!

Have a proper build for you folks this week. My main focus was on clearly most of the bugs out of the backlogs that had accrued since the beginning of the year, but circled back to an item I'd started implementing last November, an Object Slingshot! This device is SUPER openly implemented, meaning basically any physics-active object that you can pickup can be fired from it, at the cost of that looking a bit janky. Shurikens, grenades, tippy toys, swords, guns, a sosig head, anything really!

I'm still tweaking some things on it, and I'm sure y'all will find a couple ways to totally break it that will need fixing next month. Hope you enjoy :-)

Peace,
Anton

[h2]Full Changelog - Update 116 Patch 2[/h2]
[h3]Additions[/h3]
  • Added New Weapon: Slingshot (Found under Exotic Weapons)

[h3]Changes:[/h3]
  • The Mortar Now Provokes full sonic/visual explosive reaction effects if the player fires it while their head is above the plane defined by the muzzle.
  • [Bullshoot] Added ‘Go Back One Room’ button to Scoreboard to prevent soft locks on some difficulties
  • Updated the Item Manifest for the Item Spawner for the “new in X Update for U113-U116

[h3]Fixes:[/h3]
  • Fixed missing Audio Impact Controller on Shuriken
  • Fixed horizontal alignment on BOYS AT rifle
  • Fixed M203 mount geo on XM177e2
  • Fixed orientation calculation for Mortar concussion effect on firing
  • Fixed Arbiter 2 not having all hammers cocked in Streamline Control Mode. Note that if you are running a mod that touches the BreakActionWeapon.cs file and replaces the UpdateInputAndAnimate method, that mod will need to be updated to contain this fix.
  • Fixed broken metadata reference on Sosiggun PSG1
  • RGO impact fuse now correctly ticks down after lever is released, even when held. Note this makes an RGO (correctly) MUCH more dangerous to cook before throwing
  • [Boomskee] Fixed incorrect metadata for description of some grenades, and the multiplier display not updating until a score occurs after’
  • Fixed CZ52 Safety Orientation
  • Fixed broken NTW20 scope menu trigger (it is now correctly layered, and larger)
  • Fixed metadata on 1891 mosin
  • Fixed slide trigger collider on CZ52
  • Fixed piece alignment on Twelve Glouge
  • Fixed M1900 last round behavior