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Hot Dogs, Horseshoes & Hand Grenades News

Update 98, Our 5th Anniversary Update, Is Now Live!

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Howdy Folks!

Wow. Five years (in 3 days) since the first build of H3VR went live. A half decade of meaty mayhem, processions of puns, and accidental alliteration. This game has now been part of our daily lives long enough that I struggle to imagine (or remember) what it was like without it. The metronome of these weekly devlogs and mostly-weekly updates have been the rhythm that’s shaped the past 5 years of my life. For that reason, and for the pure joy of it, we wanted to do something special, and perhaps a touch sentimental, for this 5-year anniversary update.

We chose Boomskee to get a re-imagining for this update in part because the raw joy of tossing a grenade into a pile of physics objects was one of the first things that hooked me playing with Hand Tracked VR. For a blast from the past, this little 30 second clip was the first grenade we got workin’, before H3 even had a name: https://www.youtube.com/watch?v=fJ6Si7Ph7Vs

So it was back to this namesake that the past month’s efforts went. Tuning up the pinned grenade behavior, adding new unique sounds for levers popping off, pin collisions, explosion sounds, and some intense new player explosion shock visual and sound effects (those need to be enabled in the WIP Options section of the Options Panel btw).

It was humbling going back to it. I think it’s easy as a game developer to get lost in the weeds of details and simulations and levels and scaling content, and forget how the simple pleasures of something like throwing are what makes VR special, and separates VR experiences from their flat-screened cousins.

Anywho, we hope you enjoy this update, and I just want to take a moment to deeply thank all of the folk who’ve followed and played along with us over these past 5 years, as we’ve build this… well… whatever you wanna call H3 :-) It has been simply, indescribably, wonderful.

Peace,
All of Us at RUST LTD..

Full Changelog - Update 98

Additions:
  • Added New Game Mode: BOOMSKEE Reimagined - An Arcade Grenade Range Game
  • Added New Firearms: M1600 & M1600A2000
  • Added New Grenade: F1 M1916
  • Added New Grenade: F1 Russian
  • Added New Grenade: FMK2
  • Added New Grenade: HE36 Mills Bomb
  • Added New Grenade: M26
  • Added New Grenade: M67
  • Added New Grenade: Mk V Gas Grenade
  • Added New Grenade: RG5
  • Added New Grenade: RG42
  • Added New Grenade: RGN
  • Added New Grenade: RGO
  • Added New Grenade: T13 Beano
  • Added New Grenade: URG86
  • Added New WIP Options: Visual Distortion & Vignetting for Explosions, Sonic Shock and Tinnitus whine


Changes:
  • Completely rebuild Pinned Grenade codebase to improve pin-pulling experience
  • Rebuild Grenade Explosion Codebase for better radius damage, shrapnel, etc.
  • Several Grenades have new explosion sounds
  • Several Grenades have new lever release sounds
  • Grenade pins now have impact sound
  • Grenade pins disappear based on setting used for shell despawning
  • Existing Pinned Grenade Explosions updated to new system (note this will be rolled out to other grenade types and explosions later)
  • Added proper collision audio for separated Grenade sub-pieces
  • Soft particle depth intersections now enabled in both Ultra and High Quality presets
  • Original Boomskee Scene moved to Legacy Scenes area of main menu


Fixes:
  • Multiple Grenade particle smoke lighting fixes
  • Fixed broken Soft Particle shader feature


Known Issues:
  • Red Dot Zeroing distance cannot be changed in Streamlined control mode
  • Red Dot luminance changes are DISABLED at the moment

Update 97 Alpha 4 is Now Live On The Alpha Branch!

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Howdy Folks!

It’s time for Alpha 4! I decided to tear off the band-aid and work on some of the most-requested tweaks to the Streamlined control scheme this week. Closed Bolt Weapon bolt release is in. Quickbolting for bolt-actions is in. Check the release notes below for details.

Sosigguns have gotten another round of tweaks and changes to reloading behavior and how that interfaces with Take & Hold. I strongly recommend watching the devlog for all the details. Hopefully this will place them (finally) in their correct place in the ‘meta’ for high level Take & Hold play. Still useful, but situational, and not at all a replacement for standard guns.

Lastly some options have been migrated and defaults changed from the WIP section. I feel like a doofus for not finalizing the integration of the bullet holes and hit-sounds until now (some of you may not even be aware of those systems), but they’re found under Simulation Options now, and enabled by default!

Hope y'all have a WONDERFUL weekend!

Peace,
Anton

Changelog - Update 97 - Alpha 4

Additions:
  • Added New Simulation Option: Player Hit Effect (Standard, Light, Off)
  • Added New Graphics Option: Shadow Cascades (Added close-range shadow detail)
  • [Streamlined Controls] Added New Control: Bolt Drop using B/Y on Closed Bolt Weapon when bolt locked and gun has button for it
  • [Streamlined Controls] Added New Control: Bolt Action Quickbolt Engagement using B/Y on HAND HOLDING FORWARD GRIP.


Changes:
  • Bullet impact decals and impact sounds moved to Simulation Options and Enabled by default now
  • Sosigguns are now sized correctly for Quickbelt Slots based on their type (no Sosiggun Rifles in pistol slots now)
  • Sosiggun shake reloading now has internal velocity thresholding which should make the time to reload more reliable, and lower the likelihood that just tracking jitter can reload a gun.
  • Tweaked Friendly 45 lighting direction for target clarity, and added accurate global reflection
  • Quality Options renamed to Graphics Options
  • Re-arranged Some Options Panel Pages
  • [Take & Hold] Sosigguns can now be reloaded at Ammo reloading stations
  • [Take & Hold] Sosigguns Cannot Shake-Reload in Take & Hold, unless ‘Sosiggun Reloading’ is enabled in the options, which disables global scoring
  • [Take & Hold] Regenerative encryption regen speed mostly restored (but still one at a time)
  • [Take & Hold] Regenerative encryption now has .25 second ‘stall’ after center is hit before regen speed starts recovering
  • [Take & Hold] Regenerative encryption now has visual indication when it is not able to regenerate


Fixes:
  • Model 10 Cylinder Release button movement fixed
  • Fixed Speedloader Pose Issue for some platforms
  • Fixed Friendly 45 Shadow resolution on main directional light not being configurable


Known Issues:
  • Take & Hold Global Scoring is Disabled in this Alpha while it is reworked
  • Red Dot Zeroing distance cannot be changed in Streamlined control mode (will be fixed soon)
  • Red Dot luminance changes are DISABLED at the moment

Update 97 Alpha 3 is Now Live On The Alpha Branch!

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Howdy Folks!

We’ve got Alpha 3 of this cycle for you. First pass of Custom Quality Settings so you can dial in your performance as needed. Please note these are mostly aimed at folks on the lower 50% of things right now, but I’m still tuning things, and will have options next week for recreating/dialing in the perceptual shadow quality you see in high/Ultra, once I figure out why a certain strange Unity bug is occurring.

As for the new Sosiggun reloading approach, that was implemented very late in the week and has seen very little testing and tuning. It’s much more of a ‘sketch’ of an interaction idea. Going to put another week of polish and tweaking into it before I decide whether I’m going to keep it, or try something else.

As with all Alphas, if you run into any strange issues, make sure to swing over to the Steam Forum Bug Reports Section here: https://steamcommunity.com/app/450540/discussions/1/

Hope y'all have a WONDERFUL weekend!

Peace,
Anton

Changelog - Update 97 - Alpha 3

Additions:
  • Added New Quality Option - Custom (this causes an extra set of options to appear on the panel for tweaking)
  • Added New Custom Quality Settings for Pixel Light Count, Anisotropic Textures, MSAA, Soft Particles, Shadows, Shadow Resolution, Shadow Distance, Shadow Cascades, Particle Collision Quality
  • Internal Shadowing Settings Adjusted for Ultra, High and Medium Quality Settings


Changes:
  • Sosigguns are no longer reloaded in quickbelt slots. Instead they must be shaken to reload them.
  • Flip-out Magnifiers now once again can be flipped (Upper Quadrant on Joystick/Touchpad in Classic Simulation Controls, and BY in Streamlined Controls)
  • Relit and adjusted texture for Friendly 45 range to have more natural saturation levels
  • [Take & Hold] Regenerative Encryption logic and difficulty tweaked, lowered in size, bugs fixed
  • [Take & Hold] Fixed issue of recycler stations not showing up in holds with only 2 supply stations


Fixes:
  • Fixed Normal Bias of shadows in Friendly 45 scene
  • Fixed K98k scope reticle size


Known Issues:
  • Take & Hold Scoring is Disabled in this Alpha while it is reworked
  • Red Dot Zeroing distance cannot be changed in Streamlined control mode (will be fixed soon)
  • Red Dot luminance changes are DISABLED at the moment

Update 97 Alpha 2 is Now Live On The Alpha Branch!

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Howdy folks,

Bit of a smaller Alpha this week. I'm still plugging away at some Take & Hold algorithm changes that I talk about last week, but took a bit of a detour this week after inspiration struck, to give one of our classic scenes, the Friendly 45, a little bit of a facelift. I have kept the existing functionality and target layout, but have replaced most of the foliage with more efficiently created and properly LOD'd ones, along with a better shading model, and tonemap/color grading pass.

The performance characteristics on the GPU -should- be roughly the same (more detail, but also some optimizations), while this scene should run a touch better on the CPU for most folks, given equivalent quality settings. If you'd like to report on how the scene runs for you on various hardware with various settings, I've setup a thread here: https://steamcommunity.com/app/450540/discussions/4/3115898713381422242/

Hope y'all enjoy and have a wonderful weekend!

-Anton

Update 97 Alpha 1 is Now Live On The Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

Have the first Alpha of the New Year for you folks, chock full of WIP features, balance tweaks and bug fixes. Make sure to watch the last two Devlogs if you want a full picture for what's being done in this Alpha Cycle!

Cheers,

Anton

Changelog - Update 97 - Alpha 1

Additions:
  • Added New FutureSosiggun Set (Nachtigal, Bullpov, Meatle Storm, Pocket Toaster, Desert Vulture) These will be made spawnable outside the Proving Ground in a future update
  • Added New Sosigguns: RPG-7 and M79
  • Added New Melee Weapon: M3 Trench Knife (Thanks Stefan!)
  • Added Bullet Decal Hits for Glowy Red and Glowy Green (for future stuff)
  • [Winter Wasteland] Added a Reset Hotdog to start mode from the beginning.


Changes:
  • [Take&Hold] Total Token Spawning volume in supply points has been de-randomized for more consistent total resources found per run.
  • [Take&Hold] Hold Order Seed Option Added: Pick from the same order of Hold rooms to compete against a friend in a more consistent challenge.
  • [Take&Hold] Secondary station type in supply rooms are now more reliably distributed (no more recycler stations in one level)
  • [Sosigguns] All Sosigguns that should have interactive foregrips now have them
  • [Sosigguns] All Sosigguns that should have stock points now have them, allowing for virtual stock aiming
  • [Sosigguns] Sosiggun recoil adjusted to accommodate new features
  • [Sosigguns] Sosigguns are now reloaded when returned to a quickbelt slot (when spawnlocking is allowed in a scene. PLEASE NOTE THAT SOUNDS FOR THIS RELOADING HAVE NOT YET BEEN IMPLEMENTED!
  • [Sosigguns] Sosigguns now sling-lock to a quickbelt slot, instead of being spawnlockable (and duplicated) from one


Fixes:
  • [Take&Hold] Fixed (very old) bug related to health spawning in spawn rooms
  • [Sosigs] Fixed issue where Sosigs that should be able to hold onto their guns even when their gun is struck by a bullet weren’t able to hold onto them.
  • 13.2mm TuF label in Ammo Spawner corrected from .50 BMG
  • Fixed Soft Particle Rendering issue where certain emissive text textures (on Sausage powerups,demo dynamite, Rotwieners Radio Amplifiers) weren’t visible
  • Fixed Ruby Pistol Safety Rotation
  • Fixed Union Pistol Safety
  • Fixed .38 Special Speedloader
  • IPSC target in indoor range now has correct thumbnail
  • Fixed Deaglov slide release rotating in wrong direction
  • Fixed Bergmann Simplex safety rotation state
  • Fixed Handguns collision-wracking firing when slide was locked or safety engaged
  • Fixed Mac11 Safety disappearing when disengaged
  • Code Cleanup involving deprecated Take & Hold data structures


Known Issues:
  • Take & Hold Scoring is Disabled in this Alpha while it is reworked
  • Red Dot Zeroing distance cannot be changed in Streamlined control mode (will be fixed soon)
  • Red Dot luminance changes are DISABLED at the moment
  • Rotation to the side of scopes (like the gamepoint 3x) is currently disabled
  • Zeroing settings are not saved to the vault for any integrated optics (this will require a major refactor later to make happen)