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Update 70 Alpha 4 is Now Live! (On the Alpha Branch Only)



Howdy Folks!

https://www.youtube.com/watch?v=2Gswhbu5ZJc

Hope you’re all doing well. I’ve had a bit of a torturous week of bug hunting, but at the very least was able to sneak in some time for implementing new toys. I know it’s taken me a downright silly amount of time to get a classic M4 back in the game, but I finally did (after some delicate model surgery). Hope you enjoy it!

As for the loading bug I discuss in the devlog. If you have it, PLEASE tell me the results of testing the force-load. The more info I have, the better, and I want to make sure this ‘fix’ doesn’t actually make things work, or cause crashes!

Anywho, here’s this week’s changelog!

Peace,
Anton

Remember, to switch to the Alpha Branch:
- Right Click H3VR in Steam and go to 'Properties'
- Click on the 'Betas' tab
- Click the dropdown and select 'Alpha 1'
- Hope you all have a wonderful weekend!

Update 70 - Alpha 4

Additions:
- Added New Firearm: M4 Classic (5.56x45mm)
- Added New Firearm: Phantom 9 (9x19mm, compatible with G17/18/19 magazines)

Changes:
- Changed Model (and physics geo) for Sosig Melee Weapons (Tanto, Tomahawk, Crowbar)
- Changed Mk18 name to ‘Mk 18 Custom’
- Changed Mk18 Trigger group to Safe-Fire-Auto
- Added a ‘force load’ button that appears in the main menu scene when async load hangs on 99% longer than a couple seconds. You can also force a synchronous load using ‘L’ on the keyboard. Note this may kick you out to the compositor briefly.

Fixes:
- Fixed Python revolver doubled cylinder
- Fixed issue where firing Swag-12 shells would alter the volume of pistol shots thereafter
- Fixed Quickbelt Changes not saving in the main menu
- Fixed Infinite Sosig Grenade Pin Issue
- Fixed Some issues related to pathfinding failures (i think)

Update 70 Alpha 3 is Now Live! (On the Alpha Branch Only)



Howdy!

https://www.youtube.com/watch?v=ntpbWvIQgz8

Hope you’re all doing well. I juuuuuuuuust managed to get this week’s new systems working well enough for a little Alpha fun today. They’re quite EXPLOSIVE hee hee. Seriously the Sosigs will blow you up with their explosives now. And themselves. A lot. It is hilarious.
The devlog covers most of what’s important this week. As always, if you run into any issues with the Alpha you think should have my attention, make a post in the bug reports section of the forum!

Remember, to switch to the Alpha Branch:
- Right Click H3VR in Steam and go to 'Properties'
- Click on the 'Betas' tab
- Click the dropdown and select 'Alpha 1'
- Hope you all have a wonderful weekend!

Update 70 - Alpha 3

Additions:
- Added New System: Sosig AI Grenade Handling and Throwing
- Added New Sosig Firearm: M60
- Added New Sosig Firearm: AA12
- Added New Sosig Firearm: Magnum
- Added New Sosig Firearm: Snub Revolver
- Added New Sosig Grenade: Frag
- Added New Sosig Grenade: Incendiary
- Added New Sosig Grenade: Flash
- Added New Sosig Grenade: Smoke

Changes:
- Altered some Sosig Pathing behavior

Fixes:
- Fixed Python revolver doubled cylinder
- Fixed issue where firing Swag-12 shells would alter the volume of pistol shots thereafter

Update 70 Alpha 2 is Now Live! (On the Alpha Branch Only)



Howdy Folks!

https://www.youtube.com/watch?v=US7S_H2Hvfo

Hope you're all doing well this week. This week's Alpha was a bit of a photo finish (still fighting little bugs all over the place), but it thankfully staaaaable enoooough? for y'all to play with. This has been the culmination of lots of research, scary math, diagrams in my notebooks, swearing a lot, and generally fighting to become a better programmer.

For those who haven't been following my streams, or seen the other recent video on the Sosig AI upgrades, they are loosely based on the approach of the team behind Killzone 2. The sosigs now pick significantly more intelligent places to move to during firefights, taking into account line of sight, coverage, linear distance, distance along navmesh, distance to assault points, and dominant direction of incoming fire when suppressed.

They're the most sophisticated... anything I've ever made, between their sensory loops, core thinking processes, working memory, body complexity, ability to use objects, and with this Alpha they got smarter, more nuanced, and hopefully, a lot more fun to fight across a variety of contexts.

I hope you all enjoy!

Peace,
Anton

Remember, to switch to the Alpha Branch:
- Right Click H3VR in Steam and go to 'Properties'
- Click on the 'Betas' tab
- Click the dropdown and select 'Alpha 1'
- Hope you all have a wonderful weekend!

Update 70 Alpha 2 Changelog:

Additions:
- Added New System: AI Tactical Cover Points (used by Sosig-style Agents)
- AI Cover Points System Added To Proving Ground, Breaching Proto, Cappocolosseum

Changes:
- [Player] Made player ‘danger/target priority’ calculation identical to Sosigs
- [AI] - Sosigs can now be suppressed by nearby projectile impacts and explosions. They accrue suppression, which effects stance, combat behavior, accuracy, reaction time, and how they utlize cover points
- [AI] - Sosigs can now hold their weapons in variety of poses to get a viable firing angle
- [AI] - Sosigs now use a variable firearm stability system based on posture and suppression. Stability functions in inverse to felt muzzle rise.
- [AI] - Sosigs can now clutch on their triggers when maximally suppressed as a panic response
- [AI] - Sosigs now have simulated reaction time for aiming at fresh targets. This is influenced by range to target and other factors.
- [AI] - Sosigs that are currently set to ‘guard’, ‘patrol’ or ‘investigate’ are now not ‘alerted’ by default. They accrue alertness from hearing sonic events and witnessing targets (based on range to target and sustained viewing). This change makes various forms of stealth more viable. Note: It is still unknown the full extent of this change on Pacification squads in Rotwieners, so this system will still likely be adjusted in the coming weeks.
- [AI] - Sosig aim is now more realistically imperfect. They still try to fire perfectly but firing stability, reaction time, movement speed and direction and a number of other factors now interfere.
- [AI] - Sosig Melee Pathing system completely rebuilt. It is not terrible now.
- [AI] - Sosig Target prioritization system rebuilt. Significantly more reliable now.
- [AI] - Sosig body poses slightly different now. Prone stance now has upper two links in more upright position for better fighting in this stance.
- [Breaching Proto] Navmesh Rebuilt
- [Proving Ground] Altered Navmesh and AI goal points
- [Proving Ground] Changed Barrier layout and materials

Fixes:
- [Breaching Proto] Fixed Sosig Spawn Points
- [Breaching Proto] Removed Glass bottles that would break half the time on outside box
- [Breaching Proto] Fixed Sosigs Wandering outside after spawning for no reason

Update 70 Alpha 1 is Now Live! (On the Alpha Branch Only)



Howdy Folks!

https://www.youtube.com/watch?v=ColmEJL5bfw

Hope you’re all doing well and staying warm! We’ve got an Alpha update this week (the first of several for Update 70), with this week’s build being moooostly focused on some Vault improvements, but also has a new toy thrown in.

I want to re-iterate that if you experience any unusual Vault behavior, including but not limited to: crashing, the wrong gun spawning/getting deleted, long hangs, or pieces being attached wrong, PLEASE make a post in the bug reports section of the Steam Community Forum for the game. Thanks so much!

Peace,
Anton

Remember, to switch to the Alpha Branch:
- Right Click H3VR in Steam and go to 'Properties'
- Click on the 'Betas' tab
- Click the dropdown and select 'Alpha 1'
- Hope you all have a wonderful weekend!

Changelog -
Update 70 - Alpha 1

Additions:
- Added New Firearm: Python Revolver (.357 Magnum)
- Added New Attachment: Python Scope (2x Fixed Magnification)

Changes:
- Ejection Pattern of Ak5 Changed
- [Vault] Automatic Handgun Safety/Selector/Hammer State Now Saved
- [Vault] Break Action Weapon Hammer State Now Saved
- [Vault] Closed Bolt Weapon Hammer And Fire Selector State Now Saved
- [Vault] Tube Fed Shotgun Hammer And Safety State Now Saved
- [Vault] Bolt Action Weapon Hammer And Fire Selector State Now Saved
- [Vault] Vault will now save a Speedloader, Stripper Clip or Single Round for guns that lack a removeable magazine.

Fixes:
- H69A1 Virtual Stock Fixed
- Right side indicator on fire selector for G3/H51 Series fixed
- FIxed incorrect rear bolt handle positions on H51 Series
- Fixed FiveSeven chamber designation
- Germanic Axes can now be harnessed

Update 69 is Now Live!



Howdy!

https://www.youtube.com/watch?v=9XTUPz_sz5c

It’s time for a groan-worthy numbered update! I must admit I spent a good amount of time considering just jumping to Update 70 and just pretending this one didn’t exist, but thankfully I remembered there was at least one more numbered firearm to use for this occasion (truthfully I just couldn’t come up with a non-juevenille joke of appropriate quality).

ANYWAY, thanks to Patrick we’ve got a long-requested and simply gorgeous rendition of the the USP 45. Two in fact! So you can go with the very classic Tactical or the more Cinematic Match. I’ve added a bit more heat to the .45’s ballistic table (and by that I mean actually dragged the correct profile onto those projectiles WHOOPS), so they should make a fine sidearm indeed.

The Vault is now finally in a state where I feel comfy returning it to mainline. PLEASE NOTE there still make be scattered broken references, or incorrectly configured asset profiles, so if anything spawns from it not quite how you put it in there, PLEASE let me know in the _Bug Reports_ section of the Steam Forum here: https://steamcommunity.com/app/450540/discussions/1/

Anywho! Enjoy the new toys, and have a wonderful weekend!

Peace,
Anton

Update 69 Changelog:

Additions:
- Added New Firearm: H69A1 Launcher (40x46mm Grenade).... Nice
- Added New Firearm: USP Tactical (.45 ACP)
- Added New Firearm: USP Match (.45 ACP)
- Added New Attachment: Rail Adapter Axis Tilt

Changes:
- 12 gauge Break Action Now has stock mount
- Trash Can added to Arena Proto scene
- Many Medieval Weapons can now be placed in large belt-side quickbelt slots
- [Vault] Saved Firearms are now seperate files (and can be shared manually)
- [Vault] You can now filter vault entries by their Item Spanwer Subcategory (series of buttons along the top)
- [Vault] Most firearms now have their chamber contents saved
- [Vault] File format has been futureproofed (I’ve added in a bunch of fields for future use) so that future wipes SHOULD be unneccesary

Fixes:
- P250 hammer now moves correctly with slide
- Quickbelt can no longer be activated in main menu scene, which allowed for system-crashing resource requests during load
- Degle Rail Mount internal connections fixed
- Attachments affixed to SG foregrip now serialize correctly
- Malyuk Safety now properly animates
- Malyuk now serializes correctly
- KS-23 now reads correctly in Vault
- 1911 Dillinger now serializes correctly
- M1 Garand attachment mount serialization fixed
- M9 Cleric now serializes properly
- Super Shorty/Tactical now both have correct profile connections
- Express 870/CQB 870 now both have correct profile connections
- DT11 Shotguns now have correct profile connections
- Model 70 now serializes properly
- Nagant Revolver’s Ejector now works
- Attachable foregrips now work correctly on VP9
- Fixed incorrect ballistic data on .45 ACP round (should be punchier now)
- Attachments which hide part of a firearm will now function correctly when spawned from the Vault