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Hot Dogs, Horseshoes & Hand Grenades News

Update 99 Alpha 1 is Now Live On The Alpha Branch!

[previewyoutube][/previewyoutube]

Howdy Folks!

We’re starting off a fresh Alpha Cycle this week for Update 99. First up is some optimizations to Handgun systems, as well as a long-needed refresh of the M9 series of pistols. The M9A1 and M9A3 that were in game were both quite old models, and neither was dimensionally accurate, especially with each other, so we had Sergey, the artist behind the beautiful M93R in game remake the whole series, and add a couple to it. All M9 magazines should now be visually compatible with all M9 pistols, and the quality of the new models is absolutely top notch.

To access the Alpha, right click the game in Steam, go to Properties, Betas, click the drop-down, and select ‘alpha1’. Do note that over the course of this Alpha certain breaking changes may occur with mods and other user content, so it is highly recommended that you backup your User data in appdata/locallow/rustltd/hotdogs…. If you have any of that content loaded, and/or use an unmodded install.

Hope you all have a wonderful weekend!

Peace,
Anton

Full Changelog - Update 99 - Alpha 1

Additions:
Added new Gun: M9 (9x19mm)
Added new Gun: M92fs (9x19mm)
Added New Option Page: Platform Specific Options
Added New Option: Oculus Trigger Override

Changes:
Replaced Model for M9A1 & Magazine
Replaced Model for M9A3 & Magazine
Replaced Model for M9 Cleric
Trigger bars and mag release buttons all move on M9 series
[Take & Hold] M9A1 moved to ‘Modern’ era pool
Clean Guns & Melee button now also clears attachments (that are not attached to anything)
SA/DA pistols now have correct trigger movement in relation to hammer being cocked
Optimized component animation across all handguns.
Stinger Station in Sampler Platter moved to be down near other heavy weapons
Did some back-end changes to object force/inertia for future experiments

Fixes:
Fixed control edgecase that could brick the Mosin
Mp9 foregrip pose fixed
Tuned cartridge ejection to try to fix intercollision during fast locomotion movement
Fixed some collision oddities in object bays in the Sampler Platter
Rock-in reloading for AK experiment reverted (new mag ejection catch behavior retained tho)
Magazine Release buttons removed from any MP5 variants that accidentally had them. Magazine must be removed with other hand as MP5 magazines do not drop free in RL.

Update 98 - Big Patch 2 is Now Live

[previewyoutube][/previewyoutube]

Howdy Folks!

Have ANOTHER big Patch Update for ya this week, along with an EVEN BIGGER new toy.

Enjoy!

-Anton

Full Changelog - Update 98 - Big Patch 2

Additions:
  • Added New Firearm: Aerial Denier (Meat Fortress, 18x50mm Packawhallop)
  • Added New Thrown Weapon: Bear Trap


Changes:
  • [Item Spawner] Item spawner, when loading Vault files from disc, will now reject (and not register/display) any vault file that contains guns or attachments which cannot be found in the current Static object database. This means that vaulted guns for modded content that is later removed by the user will not longer break the Item Spawner.
  • Regenerative Encryption Tendril search is now blocked by Navblock forcefields.
  • 3 gauge shotgun shell can now be palmed to hold multiple


Fixes:
  • [Take&Hold] Fixed Welldone Freemeat using old version of CyberGrenade
  • [Take&Hold] Overlapping encryption spawn point fixed in red room
  • [Take&Hold] Fixed issue where casting to tnh_char enum failed for users that previously played a custom character and then removed that character or had its index change. When invalid indices are loaded now, the current and saved ‘last character played’ will now default to Classic Loadout Louis. Note that this involved changing the name of a saved variable so everyone’s ‘last played character’ has been reset.
  • [Item Spawner] Fixed cases where Vault page SHOULD have hidden sprites due to missing ItemSpawnerID files, but instead just errored and tried to harden against future unknown combinations of missing or misconfigured user-injected content
  • Fixed color of F1 Russian Grenade
  • Fixed Big Boomer not playing firing sound when only right barrel is fired
  • Fixed geo hole in EM2 front sight
  • Fixed RPK mag latch not visually moving
  • Fixed missing health bar in Mini Arena
  • Fixed color of Mk2 grenade
  • Fixed broken help screens in Sampler Platter Scene


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

Update 98 - Big Patch 1 is Now Live

[previewyoutube][/previewyoutube]

Howdy Folks!

Have a big Patch Update for ya this week, along with a BIG new toy.

Enjoy!

-Anton

Full Changelog - Update 98 - Big Patch 1

Additions:
  • Added New Firearm: Big Boomer (2gauge, Break-action, Meat Fortress)


Changes:
  • Rebuilt how AK tactical reloading works to make it more reliable, though you may have to apply more force
  • Nagant revolver is now loaded from, and ejects from, the correct chamber
  • Reloading relevant physics colliders tweaked on MP9, M1 Garand, FiveSeven FDE, Deagle50, PPK, Tactical 8400, Tec-9
  • Added Magazine Removal Grab triggers to both Tec 9 versions
  • [Take & Hold] Standard Suppressor pool no longer includes old Maxim Silencers, only the old timey pool does
  • VZ-58 Custom now has Mag Release button
  • VZ-58s now all have bolt release/catch button
  • Mag release button removed from Famas


Fixes:
  • [Rotwieners] Fixed a number of broken references that could prevent things from spawning correctly.
  • Pinned Grenades can no longer have their pins removed when in a Quickbelt slot AND Spawn-locked
  • Fixed a couple broken references in game to various grenades
  • Replaced the old pinned grenades in the Main menu scene with the correct new ones.
  • Fixed incorrect rigidbody settings that were causing many grenades to fall through the world in many levels
  • Fixed collision behavior regression due to switching off PCM contact generation that caused break-action guns to get ‘stuck’ or jitter.
  • RGO and RGN Grenade levers fixed
  • All Pinned Grenades now have correct Quickbelt Slot Placement
  • Pinned Grenades can now once again be placed back in a Quickbelt slot, with pin removed, and it will hold the lever on the grenade
  • M18 Red/Freedom body texture fixed
  • Mk12 now correctly spawns with Picatinny sight in Take & Hold
  • 3x Flipping Magnifier now ACTUALLY flips
  • Fixed Vector45 Item spawner image alpha
  • Classis Boomskee grenades updated
  • Sturmpistole can no longer be erranted unlatched in Streamlined control mode
  • P90 now correctly doesn’t have last round BHO
  • Velocity/Damage fixed on 7.62x38mmR
  • RPK Magazine Quickbelt size fixed

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

[previewyoutube][/previewyoutube]

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!

[previewyoutube][/previewyoutube]

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